Consider these three cases. Treat all of them as the final battle in your campaign, with the party at no less than 80% of their resources and at the highest level of power you expect to play to.
Case A: Lone BBEG tough enough to take on the entire party
Case B: Lone BBEG with assorted underlings which individually are lower in level than the party average
Case C: Enemy party, assume they are fighting their exact clones down to equipment, abilities and buffs.
For all cases, assume that the party is competent (not overoptimized monstrosities) with comparable equipment and no one has any special advantage, be it environment, positioning, buffing or whatnot.
How much is "6 damage"?kibbitz said:3. Hitting would mean successfully performing an attack that causes the desired effect on the target. Thus, both striking a character for 6 damage and catching an enemy in a net both count as hitting. The latter, of course, may be subject to additional defense mechanics such as Reflex saves or the like, depending on how the system is framed.
I'm not familiar with any that system that abstracts them completely, but many people suggest that (for example, in D&D) hitpoints represent not only injuries, but also near-misses, lucky dodges and so on. In my oppinion, if dodges are in HP they are not necessary (and just shouldn't be present) separately. It would mean that the only roll used is for damage - exactly as Cadfan described a few posts earlier.kibbitz said:4a. Hmm, I'm not familiar with any system that models abstract dodges. Do you have an example?
If using defensive maneuvers requires giving up attacks, there really are two hit rates to take into account: against defensive maneuver and without it. If you aim for balancing offense and defence, I suggest setting them at about 20% and 60-70%, respectively. If attacks are lethal and characters should focus on not getting hit, lower the hit chance against defensive maneuver.kibbitz said:4b. Assume that defenses are static. However, the target of the attack can spend appropriate actions (if it has any left) to perform defensive maneuvers to weaken or negate the attack directed at it. The difficulty of the defensive maneuver will be based on the hit roll of the attack defended against. How should this impact hit rates?
For what its worth, if we're not assuming D&D, its possible to make a game system where the hit rate is 100%. Damage is already randomized. Start the randomization at zero in some way, and you're good to go.
1) DM
2) Using their optimal attacks: a)75%, b)80%, c)95%, d)depends upon class and attack type (50% - 95%), b/c some naturally defend better against themselves
3) Yes, they should vary by class, attack type, and defense type
4) No, it should hit but be less effective
5) An action or an encounter
6) No (PS - "toughest" is arbitrary)
7) No
8) n/a
9) No
10) 50% or greater of all the parties resources to burn down the "penultimate" encounter to end a campaign
Player or DM? Or both?
1) Both
---snip---
Hope this is helpful!
AR
How much is "6 damage"?
Hits that give a real effect should happen with quite the same probability no matter the class when fighting with your exact copy - and by "real effect" I mean a hit that significantly weakens the opponent, incapacitates or kills him. Attacks stopped by armor do not falkl into this cathegory. Attacks that have no effect due to saves or other additional defences do not, either. Thus, it is possible that one type of characters will get hit often, but not injured, while other will dodge attacks or regenerate wounds. Still, about hald of the attacks will do something significant.
I'm not familiar with any that system that abstracts them completely, but many people suggest that (for example, in D&D) hitpoints represent not only injuries, but also near-misses, lucky dodges and so on. In my oppinion, if dodges are in HP they are not necessary (and just shouldn't be present) separately. It would mean that the only roll used is for damage - exactly as Cadfan described a few posts earlier.
If using defensive maneuvers requires giving up attacks, there really are two hit rates to take into account: against defensive maneuver and without it. If you aim for balancing offense and defence, I suggest setting them at about 20% and 60-70%, respectively. If attacks are lethal and characters should focus on not getting hit, lower the hit chance against defensive maneuver.
What I meant is that the hit rates ("hits" as described above) are 20% againts a defensive maneuver and 60-70% without it (passive defense). How these probabilities result from given combat mechanics isn't important. It may be only attacker rolling, with defensive maneuver only adding a bonus to some kind of "AC", or a maneuver replacing the static defense with a skill roll or whatever, depending on the system used.Thanks. I get the idea, but I'm not sure what you meant in terms of %s meant by *setting them at about 20% and 60-70%, respectively*.