What is the best system to figure out if someone hit someone else with an attack?

What is the best system to figure out if someone hit someone else with an attack?
Is it the DND 3e and later system where you roll a d20 + bonus against someone's AC? Is it gurps where you roll to see if you hit then they roll to see if they dodge while armor is treated as damage resistance? Is the thac0 system the best? Is warhammers system best? Is [insert your favorite ttrpg or wargame] system best?

A Conspiracy Theorist Is Talking Shirt $21.68

Thalidomide Vintage Ad Shirt $22.14

A Conspiracy Theorist Is Talking Shirt $21.68

  1. 3 months ago
    Anonymous

    "Best" in what regard?

    • 3 months ago
      Anonymous

      Exactly for liking the resolution systems. Regardless of complexitys you
      don't need system masterys to figure out.

      • 3 months ago
        Anonymous

        Try something written in your first language.

    • 3 months ago
      Anonymous

      This.

      I say that so long as the process is quick and intuitive, it's a good resolution mechanic. Systems that are amazing will build off of them well enough to make the whole look seamless.

  2. 3 months ago
    Anonymous

    RIFTS - Flat 20% no dice, 80%+ you hit, now WHAT happens after the hit, that's where the game gets Good for Interesting Outcomings.

  3. 3 months ago
    Anonymous

    In my game, the best way to figure out if someone was hit is whether or not they used, and passed, a reaction to actively avoid or block an attack.
    If they didn't pass their reflex check of their declared reaction, they get hit.
    If they didn't declare a reaction to avoid or block, they get hit.
    There is a defense check for passive avoiding/blocking, but these are still treated as glancing blows and still do damage, because frick dead turns.

  4. 3 months ago
    Anonymous

    Any game with active defenses.

  5. 3 months ago
    Anonymous

    >You need X to hit
    >I rolled X+2
    >You hit

    As prescribed in scripture.

  6. 3 months ago
    Anonymous

    My favorite is
    >you roll to hit
    >enemy rolls to dodge/block
    >you roll for damage, reduced by enemy armor
    like in Dark Heresy or Cyberpunk Red

    • 3 months ago
      Anonymous

      >>you roll to hit
      rolls to dodge/block
      Making it a test of skill on both sides of the altercation makes my brain tingle good.
      How's the speed of that compared to the D20 usual roll vs AC?

      • 3 months ago
        Anonymous

        Basically the same. Dice rolls usually aren't the part that takes a long time, strategizing and looking stuff up is what can make turns take a while. Plus systems that use roll to hit/roll to avoid are usually a lot tighter than Dungeons "five minutes spent deciding what spell to use" & Dragons (and its derivatives).

      • 3 months ago
        Anonymous

        >How's the speed of that compared to the D20 usual roll vs AC?
        Practically the same, because both can roll at the same time.
        Optimizing time spent on rolls is nonsensical anyway, even most "slow" resolution systems take a couple of seconds extra at most. When most of the game is agonizing over the strategy or shooting the shit, the five minutes you save are irrelevant.

  7. 3 months ago
    Anonymous

    Will depend entirely on the appeal of the system

    A game based on gritty, tactical duels with a variety of weapons to choose from? You'll probably want hit location, damage types, qualitative variables, maybe hit charts, weapon charts, attack and defense manouvres

    A tense, espionage thriller where sometimes infiltration might require taking someone out or fighting to escape when things go wrong? You probably want a single, dangerous roll modified by one skill and maybe a small track detailing whether you are all good, hurt or dead. Much of the detailed mechanics should instead be in stealth, hacking, describing security systems etc.

  8. 3 months ago
    Anonymous
  9. 3 months ago
    Anonymous

    Just flip a coin.

  10. 3 months ago
    Anonymous

    You declare that you slay them and then roll to see if you incur miasma.

  11. 3 months ago
    Anonymous

    Either One Roll Engine, or something that is completely player facing (i.e the players roll for attack on their turn, and defense when attacked by an enemy.)

    • 3 months ago
      Anonymous

      PFSes don't really feel like Roleplaying games tough.

Your email address will not be published. Required fields are marked *