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<blockquote data-quote="Ariosto" data-source="post: 5156347" data-attributes="member: 80487"><p>Yes. The "Mystical Sixth" edition of <em>Tunnels & Trolls</em> drops the saving roll to hit in favor of adding or subtracting dice. I am not acquainted with the details of that variant, but T&T has had armor "soaking up damage" (one way or another) since 1975.</p><p></p><p>Even without armor, the original T&T melee rules are based on only one side -- the loser of a round -- taking as damage the difference in "hit point totals". If my dice and "adds" sum to 14 and the monster's to 10, then the monster takes 4 hits.</p><p></p><p>That's pretty neat, but it's not a "one size fits all" answer. Sometimes there's a situation in which getting hit is unlikely but is going to hurt just as much if it happens -- or vice-versa.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5156347, member: 80487"] Yes. The "Mystical Sixth" edition of [i]Tunnels & Trolls[/i] drops the saving roll to hit in favor of adding or subtracting dice. I am not acquainted with the details of that variant, but T&T has had armor "soaking up damage" (one way or another) since 1975. Even without armor, the original T&T melee rules are based on only one side -- the loser of a round -- taking as damage the difference in "hit point totals". If my dice and "adds" sum to 14 and the monster's to 10, then the monster takes 4 hits. That's pretty neat, but it's not a "one size fits all" answer. Sometimes there's a situation in which getting hit is unlikely but is going to hurt just as much if it happens -- or vice-versa. [/QUOTE]
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