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<blockquote data-quote="ruemere" data-source="post: 4633099" data-attributes="member: 5515"><p>At the end of the day, d20 combat is about:</p><p>- delivering initial sequence of hits via iterative and/or natural attacks</p><p>- delivering secondary sequence of hits via confirmed criticals (confirming of a critical is a duplicated initial hit which results in delivery of usually multiple additional hits)</p><p></p><p>In order to replace this with a single roll, one would have to create a system for replicating this.</p><p></p><p>Having given this a bit of thought, I'd say that in order to prevent swinginess of combat, the system would have to be reworked so that each combat takes a larger number of rounds or...</p><p></p><p>Or... change the steps for success are calculated. Basically, allow the basic success (i.e. a single hit) to occur below target AC value, and multiple hits to take place above. For example (the step values are not relevant, I have just made the numbers up to make a point):</p><p></p><p>Whenever you miss target AC by 5 or less, you score single hit.</p><p>Whenever you score target AC or exceed by up to 10, you score average number of hits (two attacks mean still single hit, three attacks mean 2 hits).</p><p>Whenever you exceed target AC by 11 or more, you score maximum number of hits (two attacks mean two hits, four attacks mean four hits).</p><p></p><p>To compensate for low number of hits between target AC and target AC +10, the following mechanic is added for additional critical hits:</p><p></p><p>Whenever you score a critical threat, you automatically deal one additional hit. If you confirm critical threat, add another hit. If the confirmation roll was a natural twenty, multiply the number of hits scored so far by 1.5.</p><p></p><p>----</p><p></p><p>The problem with this system (aside from made up step values) are the attacks which deal different amounts of damage (different natural attacks, off-hand weapons). It would be great if the system simply allowed to score a number of hits to be distributed among targets. However, for this one would have to be using Storyteller/Exalted game.</p><p></p><p>Given complexity of current system, I find it hard to replace with a reliable one-roll task resolution. It's possible to work out probabilities (as Wulf showed us), but it's hard to preserve certain averages (d20 produces flat distribution, with all numbers being given equal probability) without taking a dip of GURPSish multiple d6s (i.e. roll multiple d6 and then add them up to meet a target number).</p><p></p><p>It would be possible to create a table with various success levels (d20 vs [AC - attack]: find a match to learn the number of hits)... hmm, maybe such table would be the best way. Who knows?</p><p></p><p>Regards,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 4633099, member: 5515"] At the end of the day, d20 combat is about: - delivering initial sequence of hits via iterative and/or natural attacks - delivering secondary sequence of hits via confirmed criticals (confirming of a critical is a duplicated initial hit which results in delivery of usually multiple additional hits) In order to replace this with a single roll, one would have to create a system for replicating this. Having given this a bit of thought, I'd say that in order to prevent swinginess of combat, the system would have to be reworked so that each combat takes a larger number of rounds or... Or... change the steps for success are calculated. Basically, allow the basic success (i.e. a single hit) to occur below target AC value, and multiple hits to take place above. For example (the step values are not relevant, I have just made the numbers up to make a point): Whenever you miss target AC by 5 or less, you score single hit. Whenever you score target AC or exceed by up to 10, you score average number of hits (two attacks mean still single hit, three attacks mean 2 hits). Whenever you exceed target AC by 11 or more, you score maximum number of hits (two attacks mean two hits, four attacks mean four hits). To compensate for low number of hits between target AC and target AC +10, the following mechanic is added for additional critical hits: Whenever you score a critical threat, you automatically deal one additional hit. If you confirm critical threat, add another hit. If the confirmation roll was a natural twenty, multiply the number of hits scored so far by 1.5. ---- The problem with this system (aside from made up step values) are the attacks which deal different amounts of damage (different natural attacks, off-hand weapons). It would be great if the system simply allowed to score a number of hits to be distributed among targets. However, for this one would have to be using Storyteller/Exalted game. Given complexity of current system, I find it hard to replace with a reliable one-roll task resolution. It's possible to work out probabilities (as Wulf showed us), but it's hard to preserve certain averages (d20 produces flat distribution, with all numbers being given equal probability) without taking a dip of GURPSish multiple d6s (i.e. roll multiple d6 and then add them up to meet a target number). It would be possible to create a table with various success levels (d20 vs [AC - attack]: find a match to learn the number of hits)... hmm, maybe such table would be the best way. Who knows? Regards, Ruemere [/QUOTE]
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