John Dallman
Hero
This kind of system has been used in many non-D&D games, starting with the first editions of RuneQuest and Chivalry & Sorcery, back in the 1970s. It usually works like this:
- Odds to hit are determined by skills, and if "Character Levels" exist, they are far less important than in D&D family systems. Characters increase their combat ability by improving their combat skills.
- Damage is based on weapon type, strength, and maybe some special abilities. The actual dice numbers and sizes are fairly similar to D&D. There isn't anything that scales damage up the way D&D Sneak Attack damage does. The way to harm someone badly with a surprise attack is to hit them in a location which does that, such as the head, or vital organs.
- There is some kind of defence mechanic: a reduction in an opponent's chance to hit you, or a parrying mechanism, which provides significant odds of a successful attack being negated. Because competent opponents will make their attack rolls most of the time.
- Armour reduces damage, usually by a fixed amount for a given type of armour. This allows for armour that isn't in uniform suits, which were historically pretty rare.
- Character hit points don't intrinsically rise as characters advance. Some systems let you buy your hit points up, but that competes for your advancement point budget with increasing your skills.
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