Re: Eliminating attack rolls in melee combat - Is it a crazy idea?
I am currently in the end stage of a 1-20 Pathfinder adventure path running a primary spell caster. Casting a spell involves all or most of the following steps:
1 - Cast spell - assuming not interrupted by a readied action counter spell(possible whiff factor).
2 - Roll to get past target(s) spell resistance(one roll per target) (Possible whiff factor)
3 - Target(s) roll saving throw (possible whiff factor - especially improved evasion = 0 damage)
4 - Roll spell damage.
5 - Apply spell damage as modified by damage resistance, vulnerabilities, immunities, saving throw results, etc. (possible whiff factor)
Characters making melee attacks have similar issues.
Not sure how a GURPS attack roll + defense roll is any more complicated or time consuming. Or how it has more of a whiff factor.
The best way to avoid time consuming combat is to allow the characters a way to avoid the combat. Sneak, talking, bribery, etc.
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