delericho
Legend
What you have describes is most similar to attack roll/damage and HPs.
What I've described can be modeled using just damage and hit points, yes. But it doesn't have to be - combat superiority or the charge mechanics described in this thread could be used also.
Edit: One thing that simple HP/damage doesn't help with is that in the tennis example, the better player can't just pull out the winning shot right away - once they get into the rally they generally need to build up the advantageous position before the big shot becomes viable. So the eventual winner is often not just another 'attack' that happens to reduce the opponent to 0hp; it's a shot that would have been blocked before.
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