I find the math in Pyrel's approach to be much simpler to deal with; if you find a ring of +5 accuracy then that's a 5% increase in your chance to hit, no matter what (unless you cap out, of course). And if a monster has 25% evasion, then that makes it 25% harder to hit, no matter what (barring cap-out, but I can't imagine a monster hitting the evasion cap because it'd be a pain in the ass to fight). It's very simple, with easy math.
But calculation of S is too complicated, you say? I agree with Nick that the this should be rephrased as "Angband's system is rich": Race, Class, Experience, Stats (Str and Dex), Equipment and even magical enhancements are possible to the player, and all of these should be managed in a way that gives demonstrable in game differences in the combat system. Variants add dimensions for personality and combat techniques (e.g. dual wielding, two-handed wielding etc) that further enrich the system. But at its core, it is just Combat skill vs monster AC.
This is not to say that the meaning of S should not be communicated to the player clearly. It should. In Poschengband, I give breakdowns of melee effectiveness on the character dump that anyone should be able to understand.
But I don't like your +5% accuracy example. Maybe I am missing something, but a ring of +5% accuracy seems silly to me as it effects everything equally. 5% more likely to hit an unclad, filthy street urchin as well as 5% more likely to hit a steel clad mercenary, not to mention an ancient dragon of legends? This is simpler math, I grant. But it feels like the wrong approach to me. Whereas something that gives +5% melee skill makes much more sense to me as it makes me 5% better than I was before. Whether or not that renders me capable of handling that steel clad merchant or even that dragon of legends depends on what my initial skill was to begin with.
But I wasn't picking on Pyrel with my comment. Indeed, I confess ignorance on that score. Rather, I was trying to defend Angband. Geez, someone has to
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