If you want to reduce the effect of high AC, you could use an opposed hit roll. Instead of rolling to_hit and comparing to AC, roll AC and compare both rolls.
Hit% is roughly :
If to_hit = AC : 50%
If to_hit > AC : (to_hit - AC) / to_hit + (1 - (to_hit - AC) / to_hit) / 2
If to_hit < AC : (AC - to_hit) / AC + (1 - (AC - to_hit) / AC) / 2
Having twice to_hit will give you about 75% chance to hit. To get 5% chance to hit, you would need to have AC about 10 times higher than to_hit.
That would most likely require a rework of everything, but it gives a smoother curve at both extremes. Also, there are a few things you can do to modify that curve to get whatever target values are required.
Hit% is roughly :
If to_hit = AC : 50%
If to_hit > AC : (to_hit - AC) / to_hit + (1 - (to_hit - AC) / to_hit) / 2
If to_hit < AC : (AC - to_hit) / AC + (1 - (AC - to_hit) / AC) / 2
Having twice to_hit will give you about 75% chance to hit. To get 5% chance to hit, you would need to have AC about 10 times higher than to_hit.
That would most likely require a rework of everything, but it gives a smoother curve at both extremes. Also, there are a few things you can do to modify that curve to get whatever target values are required.
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