Quote:
Originally Posted by benz72
I've seen the slogfest argument before, and taken it seriously, but every time I look into it more deeply I come across a failure to utilize terrain and tactics to change the dynamics of the fight. I get that the default attack-defend-damage loop can get boring and crit fishing is dull, but suggest that we generally do have good options to make fights interesting without actually changing the rules.
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Again, with equally-skilled combatants, you're looking at around a 45% chance of a hit, which isn't a slogfest - it's close to one out of every 2 attacks hitting. That changes as the target's defense goes up, of course - against a foe with a +1 to defenses, you're looking at around a 34% chance (one-in-three), with +2 it's around a 24% chance (one-in-four), with +3 it's around a 15% chance (one-in-seven), and with +4 it's around an 8% chance (one-in-twelve). But then a slogfest is kind of the expectation of equally-skilled combatants wielding large shields anyway - the whole point of shields is to prevent you from getting hurt! With combatants who aren't equally skilled, the more-skilled one will have an easier time than the above values - skill 14 vs skill 12 gives around a 57% chance of a hit, 14 vs 10 is around 67%, 14 vs 8 is around 76%, and 14 vs 6 is around 83%. Needing to target somewhere other than the Torso also serves to drop the attacker's effective skill, which will make it take longer to score a hit - but then trying to hit someone in the head
should take longer to score a hit than just going after the Torso.