Evenglare
Adventurer
I recently made a topic that talked about each player rolling to attack and defend to make the combat more active and engaging. Now on the opposite end of the spectrum, what if no one rolled to hit, every attack would have a +11 to it while ac (and other defenses/saves) had the standard +10. This would obviously make battles much - much faster, however there is an obvious limitation to this. What happens if your attack does not succeed, he would always miss by default. Been thinking about how to off set this.
There are a variety of different ways to do such a thing. Of course you could roll a d20 if your attack didnt hit, and simply play the game normally. A few other ways I have been tinkering around with include an advancing die. This mechanic would be equivalent to a move action . It would simulate studying your opponent until you can find "cracks in the armor", an easy way of thinking about it would be to pit a fighter against some sort of turtle or something. Let's say the fighter's attack is +6 and the turle's AC is 19. The fighter would have to use 3 move actions (or standard actions) to successfully fight the turtle.
There is a very big problem with this as well. A person is useless until the hit the AC. So my proposal of this is to simply do half damage with all attacks. Another possible idea is to give the monster damage reduction based on how far under the attack is on the AC or more simply is give the damage a -x. x being the difference between AC and attack. As in my example above with the fighter's 16 attack and turtle's 18 AC , the first method I mentioned would be to take a move action for "studying" and the standard action attack would simply do half damage. The second and third methods would give a penalty to damage inflicted based on the difference of attack and defense , with the fighter's 16 attack and turtles 18 AC , you would dead your damage - 2.
Has anything like this been attempted ? I'm aware there are probably things I am missing, but this is just another brainstorming session.
There are a variety of different ways to do such a thing. Of course you could roll a d20 if your attack didnt hit, and simply play the game normally. A few other ways I have been tinkering around with include an advancing die. This mechanic would be equivalent to a move action . It would simulate studying your opponent until you can find "cracks in the armor", an easy way of thinking about it would be to pit a fighter against some sort of turtle or something. Let's say the fighter's attack is +6 and the turle's AC is 19. The fighter would have to use 3 move actions (or standard actions) to successfully fight the turtle.
There is a very big problem with this as well. A person is useless until the hit the AC. So my proposal of this is to simply do half damage with all attacks. Another possible idea is to give the monster damage reduction based on how far under the attack is on the AC or more simply is give the damage a -x. x being the difference between AC and attack. As in my example above with the fighter's 16 attack and turtle's 18 AC , the first method I mentioned would be to take a move action for "studying" and the standard action attack would simply do half damage. The second and third methods would give a penalty to damage inflicted based on the difference of attack and defense , with the fighter's 16 attack and turtles 18 AC , you would dead your damage - 2.
Has anything like this been attempted ? I'm aware there are probably things I am missing, but this is just another brainstorming session.