When
people whom are not familiar with OSR games and Dungeons & Dragons' combat
resolution system encounter it they may question the way it works. AC
for a monster type doesn't always make sense – like a ghoul having
AC6, or a Medusa AC8, and why doesn't wisdom add to the combat roll,
given that being wise would help you to know when to strike. And
dextrous charismatic swashbuckler types (not the level title) should
get some form of attack bonus from high stats in those areas, no? Oh,
and what's with those hit points anyway?
Saying
that it's just game mechanics is fine. But I sat in the train and
thought I'd like to BS it a bit better. This is what I came up with
regarding the OSR games and B/X D&D versions – realizing that my stab at this is just
as good/bad as anyone else's.
AC
armor class.
AC
is not only based on armor but a combination of armor worn as well as
the general survival instinct helping you to dodge attacks. Therefore
it is present even for unarmored characters where it is 9, and are
modified by dexterity as well as armor.
AC
can also be based on the creatures fierceness or a frightening
special ability (like a petrifying gaze) making it harder to “go
in” to land the hit.
This
help explain the ghouls high AC. It's skin cant be that tough, but no
one want to get close to those claws. And the medusa is served well
by the attackers inability to look directly at it. And an ogres AC5?
I'll take the skin could be as leather armor, but not chain mail.
Those big crushing fists on an enraged stinking juggernaut might just
make you hesitate a bit, though, adding the bonus of 2 or 3 to AC.
HP
hit points.
Hit
points symbolize the ability to withstand pain, resist strain, and
perry at the last moment. Therefore constitution and class level
affects HP. A fighter learn to dodge and perry better then a thief,
and can resist more pain then a magic user. And someone with a high
constitution can withstand shock better then someone with a low
constitution. The attack and damage roll is therefore also modified
by strength as strong attacks affect a person if it hits armor, and
also course more strain upon the target if blocked or parried.
This
works pretty well, and also make clear that it's not the ability to
get a sword stabbed through the torso, and keep fighting. The
explanation isn’t perfect, neither is the system. But I do think
they boat work.
Weapon
damage is based on weapon effectiveness and weight.
Given
that they drain HP until the last moment this is the best I could
come up with. It's more sensible with a wpn vs. wpn+AC with a set HP
loss die per att, but then playability suffers. I might try to build
it as an ivory tower pursuit some time though.
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