Help me simplify this process:
>Attacker tests to see if his attack hits. (To-hit roll.)
>Defender tests to dodge/block/parry. (Defensive roll.)
>Attacker tests for harm. (Damage roll.)
>Defender tests to absorb/deflect damage. (Armor save.)
That's a lot of steps for combat. Vaguely related to Runequest, one of my favorite systems.
Make the defender rolls static numbers.
>>54593433
Armour doesn't give a roll to save, it just absorbs damage from hits up to its AP...
When will be the next free rpg day?
>>54593637
Not in good RPGs.
>>54593433
Use the M-Space simplification to combat.
>>54593433
Remove the armor save in favor of a static AP, as in Runequest. If possible, you could also roll together attack and damage. Damage is a result of how much the attacker defeated the defense.
>>54594002
How so?
>>54593485
This. Attack vs static defense and damage roll reduced by armor.
>>54594131
To shit on a system someone claims to like.
>>54593659
about 10-11 months from now
>>54593433
Having a lot of steps is not a problem if the combat is over after a hit or two. How long does a combat lasts in this new edition? In Mythras/RQ6 it rarely goes beyond 3 rounds.
>>54594002
I was refering to how it worked in the earlier versions.
Armour would absorb a set amount of damage from each blow that connected with the wearer.
It's why Impale and Criticals were so important, as they either did extra damage (impale/slash/crush) or ignored armour (critical).
>>54593433
Damage and armor shouldn't have to be rolled
>>54593433
For RQ, combine attack, damage and hit location into a big handful of dice, then defender defends, and there is no armour save.
And while on the subject of RQ; RQ6/Mythras complicates this process, but the end result is that much better.
>>54593433
You're only generating one number (damage, which can be zero).
How's about you only use one roll?
(A+B-C)*(D-E)
where A is a die (or dice?) and D is constant
>>54593433
Part of the reason RQ worked with so many steps is because most of the time you only got to step 1 or 2. If you're inexperienced, you miss; if you're experienced, you often hit, but your opponent often parries.
Damage was pretty lethal, so typically a few hits would kill you. One hit deaths were common
>>54598227
Shit's how it's supposed to go down. None of this 200 HP bullshit.
>>54599463
I prefer this in my fantasy as well. Talislanta and RQ/Mythras are my favorite systems because they focus on damage mitigation rather than damage soak.