Post by drskull on Jul 10, 2008 15:15:10 GMT -6
BACKGROUND:
If one used "Chainmail" to determine "to hit" in OD&D then the key fact that determined what you chance to hit was was the equipment that you used.
Using the regular system you'd compare "troop type"--so a fighter in Plate attacking a thief in leather would be Armored Foot vs Light Foot.
Using the Man-to-Man system, you'd compare attacker's weapon to defender's AC.
So, regardless of level, the chance to hit would be the same. The way characters would differ in combat power was simply the number of attack rolls they would get. So, a hero had the same "to hit" number as a Veteran, but would swing 4 times.
In the "Alternate System", the D&D system we all know and love. Those multiple swings were largely removed. Instead, you'd reference the Level or HD of attackers vs the AC of the defender and then roll a single attack.
Proposition:
Would have been better to have kept the multiple attacks and left the chance to hit be the same from level to level?
If there were little or no modifiers to AC (AC=Armor Type), then the "to hit" number for everyone, including the monsters, might be the same, say the one used for 1st level characters. It could be printed right on the character sheet, and the only other thing you'd need to know would be the number of attacks you'd get per level.
I know that players love to attack many times. It would also get rid of the problem later versions of D&D had where you needed to keep pumping up AC for creatures and characters as they advanced in level, which made armies of orcs and humans negligible in the face of heroes and monsters. I know I would much prefer to have a 10th level fighter having to be worried about whether 10-15 orcs might indeed wear him down.
As an alternative, there could be a d20 based table of Weapons vs. AC, like the Man-to-Man melee table for monsters, with a few extra entries, like "Fangs", "Claws", "Tentacles" to round out some monster attacks.
If one used "Chainmail" to determine "to hit" in OD&D then the key fact that determined what you chance to hit was was the equipment that you used.
Using the regular system you'd compare "troop type"--so a fighter in Plate attacking a thief in leather would be Armored Foot vs Light Foot.
Using the Man-to-Man system, you'd compare attacker's weapon to defender's AC.
So, regardless of level, the chance to hit would be the same. The way characters would differ in combat power was simply the number of attack rolls they would get. So, a hero had the same "to hit" number as a Veteran, but would swing 4 times.
In the "Alternate System", the D&D system we all know and love. Those multiple swings were largely removed. Instead, you'd reference the Level or HD of attackers vs the AC of the defender and then roll a single attack.
Proposition:
Would have been better to have kept the multiple attacks and left the chance to hit be the same from level to level?
If there were little or no modifiers to AC (AC=Armor Type), then the "to hit" number for everyone, including the monsters, might be the same, say the one used for 1st level characters. It could be printed right on the character sheet, and the only other thing you'd need to know would be the number of attacks you'd get per level.
I know that players love to attack many times. It would also get rid of the problem later versions of D&D had where you needed to keep pumping up AC for creatures and characters as they advanced in level, which made armies of orcs and humans negligible in the face of heroes and monsters. I know I would much prefer to have a 10th level fighter having to be worried about whether 10-15 orcs might indeed wear him down.
As an alternative, there could be a d20 based table of Weapons vs. AC, like the Man-to-Man melee table for monsters, with a few extra entries, like "Fangs", "Claws", "Tentacles" to round out some monster attacks.