AC values are around 10-20 throughout the entire game and don't increase much. Attack bonuses increase over time. Hitting the AC with an a d20 + attack bonuses roll results in a hit, dealing weapon damage plus modifiers. Hitting intervals(of, let's say, 5) above the target's AC will result in dealing the weapon damage and modifiers again for each interval you hit.
So, for example, a level 1 fighter gets +5 bonus to their attack rolls and deals 1d8 + 4 damage with the longsword. Against AC 15, the fighter needs to roll a 10 to hit and ends up dealing 1d8 + 4 damage for doing so. If the fighter rolls 15 on the d20, for example, the total attack roll goes to 20, which hits the first interval above the AC, and so the fighter deals 2d8 + 8 damage instead. A natural 20 will hit two intervals above the AC, and allows the fighter to deal 3d8 + 12 damage instead(plus whatever the critical hit rules would mean).
Additionally, another idea I have with this mechanic is that a character can do two attacks against two different targets by taking a -5 penalty to the hit rolls. They can attack a third target by taking an additional -5 and so on.
The purpose of this system is allow meaningful character growth across levels while still letting lower-level characters and monsters still be able to pose a threat to the higher-level characters and monsters. I'm not entirely sure about using the number 5 for the intervals, but it seems to work the best I can see while still being simple.
Considering those design goals, I think this system is workable although I'm not sure how well it'll scale. What do you guys think?
So, for example, a level 1 fighter gets +5 bonus to their attack rolls and deals 1d8 + 4 damage with the longsword. Against AC 15, the fighter needs to roll a 10 to hit and ends up dealing 1d8 + 4 damage for doing so. If the fighter rolls 15 on the d20, for example, the total attack roll goes to 20, which hits the first interval above the AC, and so the fighter deals 2d8 + 8 damage instead. A natural 20 will hit two intervals above the AC, and allows the fighter to deal 3d8 + 12 damage instead(plus whatever the critical hit rules would mean).
Additionally, another idea I have with this mechanic is that a character can do two attacks against two different targets by taking a -5 penalty to the hit rolls. They can attack a third target by taking an additional -5 and so on.
The purpose of this system is allow meaningful character growth across levels while still letting lower-level characters and monsters still be able to pose a threat to the higher-level characters and monsters. I'm not entirely sure about using the number 5 for the intervals, but it seems to work the best I can see while still being simple.
Considering those design goals, I think this system is workable although I'm not sure how well it'll scale. What do you guys think?