Wednesday, January 24, 2024

To Hit Rolls (MyD&D)

Currently

Currentl;y my "to hit" roll is a rich roll. In order to hit a target you have to roll equal to or below your Combat Ability (which is equal to 10 + character combat bonuses), but above your target's Armour Value (what would be ascending Armour Class in D&D). The exception is chivalric weapons which are considered to do half damage if ypu roll equal to or under the Armour Value. These are weapons that have to be swung with some authority, so they attack last in the rooundf, whilst you cannot just rely on armour to avoid injury. Remember, in MyD&D, hit point damage represents the extra effort required to avoid injury from an attack. If you run out of hit points, thenm your parry, block, or dodge was just too sloew and the attck hit.

If your Combat Ability is greater than 20 then it is considered to be equal to 20, but any extra points reduce your opponent's Armour Value.

In practice this has worked well. Especially since it is a straight comparison of the roll, which is cognitively the simplest approach to interpreting a roll.

Proposal

What if the bonus to attack reduced the rank of the die rolled from d20. So if the character had a +1 bonus to attack they would roll a d18 instead of a d20. Similarly if they had a -2 penalty they would roll a d24 to hit. In order to hit they would have to roll over the opponent's Armour Value (in this case equivalent to descending Armour Class in D%amp;D). And before people ask, yes, I do have a collection of duitable physical dice to supply my players, since I already use this type of system for other die rolls.

In this case chivalric weapons would double the opponet's Armour Value (making them easier to hit, but at the cost of acting last in the round).

No comments:

Post a Comment