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Armor Class – How Hard is it to Hit and Damage Something?
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<blockquote data-quote="xechnao" data-source="post: 4519183" data-attributes="member: 58105"><p>This seems to be the most common situation in combat and conventionally our combat system should be developed from this point. D&D's AC is strange to this situation but since D&D is not necessarily perfect we better restructure the combat system starting from the point above.</p><p>So lets take this situation for granted: this means that one combatant's efforts are directly in relation with the other combatant. This relation means that we can compare the two combatants and see who is more efficient than the other. The more efficient one will be in advantage and the less efficient one will be at a disadvantage. We can model this in a game by allowing both to roll a dice versus Target Numbers that reflect success levels, one combatant rolling with a bonus the other with a penalty and decide what happens based on the difference of their successes and how these are equipped and how they fight (for example if one equipped with a shield wins with a small difference of success levels this could mean that he can only maintain his shield utility versus another attacker that could threaten him in this round if he wishes so or attack his adversary with some small advantage in the next round).</p><p></p><p>So instead of the AC and BAB I go you go we have a direct advantage-disadvantage system by comparison that I think seems more realistic.</p></blockquote><p></p>
[QUOTE="xechnao, post: 4519183, member: 58105"] This seems to be the most common situation in combat and conventionally our combat system should be developed from this point. D&D's AC is strange to this situation but since D&D is not necessarily perfect we better restructure the combat system starting from the point above. So lets take this situation for granted: this means that one combatant's efforts are directly in relation with the other combatant. This relation means that we can compare the two combatants and see who is more efficient than the other. The more efficient one will be in advantage and the less efficient one will be at a disadvantage. We can model this in a game by allowing both to roll a dice versus Target Numbers that reflect success levels, one combatant rolling with a bonus the other with a penalty and decide what happens based on the difference of their successes and how these are equipped and how they fight (for example if one equipped with a shield wins with a small difference of success levels this could mean that he can only maintain his shield utility versus another attacker that could threaten him in this round if he wishes so or attack his adversary with some small advantage in the next round). So instead of the AC and BAB I go you go we have a direct advantage-disadvantage system by comparison that I think seems more realistic. [/QUOTE]
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