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ATTACK! MCDM's new rpg and removing the to-hit roll
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<blockquote data-quote="Emberashh" data-source="post: 9101229" data-attributes="member: 7040941"><p>Yep. The fun thing is is that when you explicate to-hit mechanics, you not only streamline combat but cqn actually start looking at more realistic takes on it, withour having to sacrifice much of the gains. Even with ranged attacks, to-hit mechanics aren't necessary, and in melee you get a much closer to real life representation of how combat plaus out. </p><p></p><p>Even with the completely inept, completely whiffing a melee attack and hitting air isn't just going to happen all that often.</p><p></p><p>Whatll happen instead is that your opponent will do something in <em>reaction</em> to you that'll make you miss or otherwise make your attack ineffective to some degree. Hence my preference for roll offs of damage vs defense and adjudicating based on the difference, and my games use of a 2d20 roll not to determine hits, but to determine whether or not one is able to React to a given opponents Act. (And its use for rolled Movement)</p><p></p><p>And working backwards, you can use the same roll-off system for depicting Ranged combat; at most you'd probably give a penalty to some types of Defense when attempting to do so against a ranged attack, but unless we're talking no-fantasy (as even in low fantasy dodging arrows isn't out of the question), I wouldn't even go that far. </p><p></p><p>Instead youd just change up your adjudications. What might be a "weak hit" in a melee might be described instead as just an inaccurate shot; you nicked their shoulder rather than their neck.</p><p></p><p>It really just works.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9101229, member: 7040941"] Yep. The fun thing is is that when you explicate to-hit mechanics, you not only streamline combat but cqn actually start looking at more realistic takes on it, withour having to sacrifice much of the gains. Even with ranged attacks, to-hit mechanics aren't necessary, and in melee you get a much closer to real life representation of how combat plaus out. Even with the completely inept, completely whiffing a melee attack and hitting air isn't just going to happen all that often. Whatll happen instead is that your opponent will do something in [I]reaction[/I] to you that'll make you miss or otherwise make your attack ineffective to some degree. Hence my preference for roll offs of damage vs defense and adjudicating based on the difference, and my games use of a 2d20 roll not to determine hits, but to determine whether or not one is able to React to a given opponents Act. (And its use for rolled Movement) And working backwards, you can use the same roll-off system for depicting Ranged combat; at most you'd probably give a penalty to some types of Defense when attempting to do so against a ranged attack, but unless we're talking no-fantasy (as even in low fantasy dodging arrows isn't out of the question), I wouldn't even go that far. Instead youd just change up your adjudications. What might be a "weak hit" in a melee might be described instead as just an inaccurate shot; you nicked their shoulder rather than their neck. It really just works. [/QUOTE]
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ATTACK! MCDM's new rpg and removing the to-hit roll
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