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Old 10-26-2020, 02:06 AM   #18
zot
 
Join Date: May 2018
Default Re: Chris Rice's suggestion for to-hit rolls

Quote:
Originally Posted by TippetsTX View Post
Sooo... you realize you have essentially re-created D&D's 3.0/3.5 combat resolution model here, right (just using 3d6 instead of a d20)?
[major edits here after rethinking this a bit]

Of course Skarg's post #1 essentially recreates Champions v1 :).

But yes, the roll-high transformation is very close to D&D 3.X. TFT and D&D have always been very close, though -- they both use 3d6-based attributes. They also both use separate attack and damage rolls, with attack rolls close to attribute range. Not every system uses separate attack and damage rolls: Fudge and Fate, for instance, use an average attribute/skill of 0 with opposed for attacks and no separate damage roll (Tunnels & Trolls also uses opposed rolls with no separate damage roll). One fundamental difference between TFT and D&D 3.X is whether the defender's DX affects attack rolls, which is what both Chris and Skarg are experimenting with. That's really what narrows the gap between TFT and D&D. So maybe Skarg is the one who essentially recreated 3.X, just in a more roundabout way, by using both the attacker's and defender's DX in the attack roll and scaling by 1/2? (it's not me, it's him!) :)

Here's a simplification of Skarg's system (which stays with roll-low):

MOD = (DX - 10) / 2
ATK = 10 + MOD
DEF = MOD

Attack: roll equal or under your ATK - defender's DEF


DEF is separate because talents can modify it, like shield/weapon expertise and UC.

OK, here's a slightly different approach...

What about just subtracting the defender's defense from your DX?

DEF = (DX - 10) / 2 (rounded up)

It doesn't make equal DX opponents have a 50% chance to hit but it does help scaling.

Last edited by zot; 10-26-2020 at 02:48 AM.
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