Sep 10, 2024 6:08 pm
Shadowknight says:
A slight mechanical note regarding combat rolls.In ACKS, rules as written, combat is generally mechanically inferred as Roll a number or higher to succeed, the Armor Class of the creature is added to the number.
I, personally, am not a fan of this as it is a little confusing for me. So, in my head, I translate it to a system more like D&D 3.0/3.5; I add 10 to the creature's AC and add a number to the d20 die roll equal to your combat modifier (Which is + (10-whatever number it says you need to roll))
This does not change the number you actually need to roll to hit.
I personally feel like my method is a bit more streamlined, but you are free to see it either way as the mechanics of the roll are the same.
This does not actually change the way the game is played at all, but I did want to let people know I was doing it that way in my head just in case other people wanted to do the same thing, and for transparency.
An Example: In rules as written, a person with 9+ to hit is fighting a goblin with AC 1. The 1 is added to the 9+, meaning that the player has to roll a 10+ to hit. In my method, the person has +1 to hit and is fighting a goblin with AC 11, meaning that the player has to roll a 10+ to hit.
I don't think I've ever come across a scenario where my method is not the same (mechanically) as the original rules, but if anyone wants to put their opinion in, please feel free. Or if you have some other scenario where there is a difference.
Read ":=" as "defined to equal"
Let AT := Attack Throw
Let AC := Armor Class
Let x := d20 roll.
Standard method: Success := x >= AC + AT
You define "Combat Modifier" (CM) as 10 - AT. So you have at first:
Success := x + CM >= AC + 10
Expand CM into its definition
= x + 10 - AT >= AC + 10
Subtract 10 from both sides and add AT to both sides:
= x >= AC + AT
QED
Last edited September 10, 2024 6:09 pm