tomBitonti
Hero
Automatic damage feels like "sanding down" of the fine detail of combat. You could achieve this in 3E/4E by replacing to hit and damage rolls with a simple removal of hit points. That is, a first actor declares an intent to harm a second actor. The first actor exerts effort to harm the second actor. The second actor exerts effort to resist harm. Both actors lose a tangible resource (a measure of their effort). The difference in effort turns into harm (possibly reversed, if the second actor resisted the first well enough).
If that is the framework that you are working with, what the actors are left with are their budget of effort for their action, and what the system still has room for is the variability of the result. That could be automatic (barbarians always swing wildly) or under player control (do I spend some time aiming, or shoot wildly and hope for a hit?)
I could see accuracy worked into the system as a difference between actor choices. Shooting wildly (seems to) work better against an opponent who runs a random dodge pattern. Careful aim works better against an opponent who take a static guarded posture.
Thx!
TomB
If that is the framework that you are working with, what the actors are left with are their budget of effort for their action, and what the system still has room for is the variability of the result. That could be automatic (barbarians always swing wildly) or under player control (do I spend some time aiming, or shoot wildly and hope for a hit?)
I could see accuracy worked into the system as a difference between actor choices. Shooting wildly (seems to) work better against an opponent who runs a random dodge pattern. Careful aim works better against an opponent who take a static guarded posture.
Thx!
TomB