I agree that AC, HP and Reflex save and DR are quite mixed up. My problem is mostly with DR. I really cannot find a good explanation for it within the existing abstract system.Bastoche said:I also have a significant issue with the concept of refex save vs dodge AC bonus. Hit points are a form of dodge, Dex to ac and ref save is, damage reduction is another, etc. I think all matters of "dodging" things should follow a single mechanic that could be all regrouped in a defense bonus-like system rather than a mix of reflex saves, abstract hit point system and dex/dodge bonuses.
Another thing I dislike about D&D is the real-world time it takes to go through an encounter. So my goal is to add a level of conplexity to reach a bit more realism. Once you've hit, you've hit end of story. It would give a more cinetatic feel to combat.
At the same time, I wish to get a system that would be balanced on all levels. So any level of magic would not hinder balance (in other words, for example balance the wizard to the fighter with each of them not having any magic items and create balanced items for each class).
It's still not very clear how it will turn out and if it is at all possible, but it doesn't cost anything to try (except maybe time)
Bastoche said:What I have in mind is more of a system where you roll to hit, if you hit, the difference between AC and the result determine the damage. So a dagger would confer a certain to hit bonus different from a longsword related to the respective damage of each weapon (probably the average damage rounded up or down +3 for dagger, +5 for long sword, etc). Basically, what I'm aiming at is a system where the average # of rounds required to slay a foe is more or less the same as in standard D&D (depending on the level of grittiness), but using a single roll that takes into account average hit points per level, average damage per attack and probability to hit, etc.
AC as damage reduction is very unrealistic. You never pierce through an armor, you pierce around it. Damage reduction is a special ability that allow you to "soak" damage. An armor does not soak damage, it absorbs/deflect them. From my point of view, AC bonus is more realistic than damage reduction. YMMV though.
My only problem to date is sneak attack that would be handled differently... I still have to think about it.
Because I find tinkering fun.GrumpyOldMan said:Why not find a system you like, rather than tinker with one that's giving you problems.
It not complicated. Just different. The d20 system requires a single die roll, but the result is endlessly modified, and compared against a score that can also be modified.Bastoche said:Good suggestion about alternity. I have the books, i'll check it out. What I remember of that system is that it had a complicated system using many various dice to determine success. Maybe there's a way to just replace the mechanic with a simple d20 roll.
Again, Alternity's close kinship to d20 should make switching over pretty easy.Bastoche said:But like I said in an earlier post, I'm alone in this boat. My fellow players are hardcore d20 players. I want to build something halfway in between.
buzzard said:Considering how divorced M&M is from levels in many ways, I suppose you could call it levelless D20. Sure, there are caps based on PL, but level gaining is not a huge part of the game, but I'd say those are only really to gauge challenges (which IMHO is a good thing).