Firstly:
Great googly moogly, you guys (and gals) are helpful. I appreciate the feedback people have given so far and heartily encourage more. Seriously!
So the real question with any attack/hit is whether it succeeds in scoring a wound? You might want to fold everything in to one die roll.
How are you inside my head? While the game isn't based around the d20, you've got close to the framework that I've got. While there are still separate attack and hit rolls (as I like to have a difference between toughness and agility which blanket AC scores do not have), it really boils down to one roll per person. The attacker rolls to hit, and then the defender basically makes a "save vs damage" and that's the end of that. Failing by a little hurts a little, and failing by a lot hurts a lot. It's all in rediculously basic math terms because I'm honestly bad at juggling numbers. Two target numbers, two rolls, done.
xechnao said:
Danger can mean more things than actual wounds though. It may mean how much you can get yourself exposed to some attack that can be critical. For example when you fight and your enemy gains advantage danger to get hurt rises. When your enemy loses that advantage your danger status may get lower.
That's in the system, actually. You get a mechanical bonus to having the "advantage" and since all of your stats are penalized when you hurt, a lucky swing can have one go from having the situation totally in hand to being, basically, dead on one's feet.
Actually, when I reread what you have to say, I realize that I seem to have missed your point. What you're saying is that it's not just about wounds, it's about who has the advantage in the first place and how that should be a prelude to actually getting hurt. For example, if you're more skilled you could have the advantage, but then your foe does a daring counter-attack, interrupts your rhythm and suddenly, you're on the defensive? I like the idea, but I'm at a loss as to how to breach that mechanically, although I'd certainly love to do so.
Vegepygmy said:
I just wish you could choose "heavy mace" over "morningstar" without feeling like a putz.
That's exactly the reason I've been trying so hard to make my weapons useful, and if nothing else, to just make categories and leave it at that. Really, does a longsword hurt more than a dagger when you're poked by it? I've never been slashed by either, and my knowledge of actual fighting techniques are nil, so would it be best to sidestep the question?
That being said, currently the weapon chart has vague weapon types attached to weapon qualities like Heavy and Large, so perhaps it's only necessary to track weapon qualities? For example, a Greatsword in another game could be a Large Bladed weapon, and whether it's a Greatsword, a Flamberge, a Katana, or a chunk of sharpened bone is irrelevant except for flavor.
Something to think about, certainly.
Lastly:
howandwhy said:
I prefer low complexity to start with increasing complexity as the game goes up in level. The rules of the game that everyone knows are very few, but the pattern behind the screen that the DM conveys increases in complexity / difficulty as the players gain proficiency and seek out greater and greater complex challenges.
This is something I agree with, honestly, although I disagree with the entirely combat-centric focus some games go to. I like increasing complexity because:
A) The characters' places in the world is growing as their reputation, stature, and power to change the world is growing, and most importantly,
B) The world is a seriously complex place.
I think it's natural that a sufficiently powerful adventurer will found a town or enter politics or found the Order of the Black Steel because that's what skilled, influential, and famous people do in real life. Blackbeard, who I imagine was highly skilled to live as long as he did, didn't keep fighting one on one fights with guards just because he was better than them. He used his skills and knowledge to get other pirates to serve under him and led them into battle, getting even more loot, notoriety, and power that way. When he get even more famous, he got bands of pirate ships and became a serious terror. That's what it's all about, to me. You start to affect the rest of the world whether you want to or not. When you get above a certain level, you simply cease to be able to live a relatively discreet life where you can do as you will, if for no other reason that people will follow you around and ask for advice or want to be your sidekick or try to steal from you.
Sorry for the wall-o-text, but you guys inspire a lot of writing out of me.