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BonHair
Apr 28, 2007

I can't help with the statistics bit, but rolling tons of dice is always fun as hell. It does sound like the only actual choice in your game is the character choice, everything else is just random. To me, that's not the best game design, maybe you can do something with the hits where you choose if you want to block or attack or something?

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BonHair
Apr 28, 2007

Small Strange Bird posted:

Are there any TTRPGs that avoid combat entirely by taking the approach of "you are victorious... but at a cost"? I have a part-formed idea of how to do this (I find combat in the trad D&D style of to-hit rolls and everyone waiting for their turn veeeeery tedious), but if someone's already devised a good system I want to know about it!

Just think of combat as a skill check. Big bad guy is a negative modifier, big sword is a positive and so forth. On success, you win, on a failure, it's up to your discretion as a GM if the players are wounded, pushed off or killed.

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