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Array v 4d6: Punishment? Or overlooked data
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<blockquote data-quote="Ridley's Cohort" data-source="post: 6628097" data-attributes="member: 545"><p>There are certainly mechanics light games that dispense with the concept of detailed physical/mental stats, because everything notable about the PC can be expressed as a "skill". Gumshoe basically goes that way, and adds wrinkles for health and a few other combat relevant skills to handle the details of refresh/healing.</p><p></p><p>As for a super light D&D, you could choose from a list of Skills (which may or may not depend on class). There could even be traits like Strong or Agile on that skill list -- if you want to include the fiddliness having a stat/trait mod to the skill roll. </p><p></p><p>As for not rolling for damage, that is pretty common in light rules miniatures war games. As a matter of game design, you get limited gain by stacking a randomized result on top of a randomized result, which is why rolling for AC is not very compelling. Warhammer does this in a very particular that makes flavor sense: first there is the To Hit roll, and then there is the Armor Penetration roll; but >95% of the attacks do exactly 1 Wound of damage always so there is no rolling there. It is certainly common for this to be wrapped up on a single chart where we look up the Attack Factor vs. Defense Factor for the % to roll -- that is essentially what Gary's original attack charts do (only he tacked on variable Health Points as well as variable Damage).</p><p></p><p>It is possible to imagine "D&D" where our heroes start at level 1 with 2-3 "Hit Points" and damage is always 1 (until you reach higher level exotic effects).</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 6628097, member: 545"] There are certainly mechanics light games that dispense with the concept of detailed physical/mental stats, because everything notable about the PC can be expressed as a "skill". Gumshoe basically goes that way, and adds wrinkles for health and a few other combat relevant skills to handle the details of refresh/healing. As for a super light D&D, you could choose from a list of Skills (which may or may not depend on class). There could even be traits like Strong or Agile on that skill list -- if you want to include the fiddliness having a stat/trait mod to the skill roll. As for not rolling for damage, that is pretty common in light rules miniatures war games. As a matter of game design, you get limited gain by stacking a randomized result on top of a randomized result, which is why rolling for AC is not very compelling. Warhammer does this in a very particular that makes flavor sense: first there is the To Hit roll, and then there is the Armor Penetration roll; but >95% of the attacks do exactly 1 Wound of damage always so there is no rolling there. It is certainly common for this to be wrapped up on a single chart where we look up the Attack Factor vs. Defense Factor for the % to roll -- that is essentially what Gary's original attack charts do (only he tacked on variable Health Points as well as variable Damage). It is possible to imagine "D&D" where our heroes start at level 1 with 2-3 "Hit Points" and damage is always 1 (until you reach higher level exotic effects). [/QUOTE]
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