In the test fork, I'd like to eliminate to-hit bonuses completely. For archery and throwing, I could have a percentage based Archery skill. Before rolling for hit, substract range * monster's speed, with slow monsters having speed 1, normal speed monsters speed 2, and immobile monsters speed 0 for targeting purposes.
The whole combat system would be even simpler than Eytan's original system, which is already the simplest *band combat system that I know of. At the same time tactical possibilities would increase, which is exactly what I'm striving for.
Argh, and then I would surely have to remove player's AC too, add a Parrying skill, random hit locations, and player's armor substracting damage from blows. The resulting game would just have to be called RuneQuestBand because almost all mechanics are borrowed from that classic rpg (with little tweaks).
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