
May 7th, 2008
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Author
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Join Date: Oct 2007
Location: Austin, TX
Posts: 615
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Quote:
Originally Posted by Dredj
This is semi related to the subject.
My problem with most gaming systems is that no matter how good you roll to hit, you can still roll low on the damage dice. I realize critical hits are supposed to make up for it, but it would be interesting if there was some way to make sure a good, though non-critical hit, was rewarded each time. And hits that just barely made it wouldn't do as much damage. FUDGE is the only system I've found that does this well. Too bad it's so grainy for the types of games I wish to play.
But I suppose the damage rolls can account for a blow being deflected off a bone, or the opponent zigged at the time the character zagged, with the percentage to hit merely accounting for whether the character hit or not.
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You might take a look at Rolemaster Express (or HARP) for another system in which the quality of the dice roll directly affects the damage dealt.
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