10 or better to hit period

Saeviomagy, kermel, are you guys arguing about another system from another board in this thread? Albeit I will agree that the system seems is similar. Do you care to comment on the thread at hand? Considering you guys have thought about your other system I would like to here what you think of this one.

I think your system could work... ok. Personally I think you lose a lot by having no variation at all in attack rolls, and perhaps some should be allowed?
Not doing so really devalues some powers, while fixing attack rolls heavily boosts others.

You already allow CA, you allow cover/concealment. Why not pick out the weapons that are accurate and give them a +1 to hit? And then give weapon attacks vs AC a +2? That means that (for instance) rogues will actually work (currently they're heavily limited to accurate weapons, at least for melee, so denying any bonus heavily penalises them). Converting to damage per [w] doesn't really work, because how many [w] a classes powers do is wildly variable.

(oh, and there IS at least one implement vs AC power in existence, but I'm at a loss to recall which one it is).

As for the shield issue: simply say they give cover and lose the distinction between heavy and light shields. Is the distinction really adding all that much to the game?

Plate mail could be changed to, say, 1 dr. It makes it special and unique, but isn't going to break anything.
 

log in or register to remove this ad

My 2 cents.

Although I can understand one greatly wanting to have this type of modification to the rules, the only problem I really see with something like this, is you've taken a turn based table top game and applied what I believe is one of the major flaws in MMO's these days.

With type of rule set, statisitcally you dont really need to put any points into anything but whatever boosts your hit points, since it's a simple battle of "who can take more damage" since statisiticly you have 5vs1 scenario's once you've taken out the trash, collectively a group of 5 generally has more HP than the "boss". So if it's just tank and spank is it really any better than world of warcraft being thats pretty much 99% of that game?

IDK I could understand from a player aspect this being something someone would actually want, but from a GM aspect sure it makes my job easier, I just sit there and say "hit" allot more, but where is the challenge I am setting forth for my players? Now I have go Diablo2 on their butts and instead of putting down 5 minions and a boss, I have to but down 5 bosses, who cares if theirs minions.

I mean IDK how most GM's are in their games and I'm sure it varies allot, but I like to challenege my players to the max, sure not ever encounter but with the ones I feel are campagn defining, so If my team is going ona dungeon crawl with a dragon at the end, I may toss a room full of baby drakes for them to fight and immediatly push them on to the dragon with no rest available. Sure they may die, but no team should die unless their tactics royally suck. And what point is their to tactics if statisicly you can hit 50% of the time.

If were going to do this we might as well go the whole 9 yards, change all the the dice into 1 dice, a 1d20 for the roll, you auto hit, and the 1d20 determines damage. Does it really make any difference at that point? I mean if your pretty much going to take away 1/2 if not more of something's AC, why not just get ride of everything that makes an attack not worth it?
 

To recap yet again:
All PC's and Monsters hit AC on a 10+
All PC's and Monsters hit the other defenses on an 8+

Maneuvers (Aid other, Bull rush, Escape, Grab)
Opposed skill rolls, athletics most often.

Feats
Feats that provide a bonus to hit or defense are not used. Toughness feat is not used (see armor below).

Powers
Powers that give a bonus to a defense now give a penalty to attacks from that source. So, a +4 to reflexes means -4 to reflex attack rolls targeting you.

Armor and Shields
Leather +2 HP/tier
Hide +4 HP/tier
Chain +6 HP/tier
Scale +8 HP/tier
Plate +10 HP/tier
Light Shield +2 HP/tier
Heavy Shield +4 HP/tier
Armor and Shield bonus HP recover automatically after a short rest.

Weapons
The following +3 proficiency weapons increase damage by '+1' or one die step.
Dagger, Longsword, Shortsword, Falchion, Bastard Sword, Katar, Rapier, Shuriken, Greatsword, Spiked Chain
 

Remove ads

Top