quote: Original post by Sandman
...at the end of the day you really only need to know whether a strike has caused damage or not, and let the DM describe the flow of combat however he likes...
But there is no DM, this is a CRPG?
You do understand the abstraction of the D&D system, I realise myself that''s why they''ve done it that way, so I''ll adress specifically why I think it could/should be done otherwise in a CRPG, as opposed to human-moderated roleplaying.
quote: Original post by Sandman
You could just say: My character has this armour, which protects a certain percentage of his body. Therefore, the opponent''s chance of hitting a vulnerable location and thus causing signinficant damage is substantially reduced.
This implies that anything covered by armour cannot get damaged though, and that''s obviously not the case. Leather covers as much , if not more, than a breastplate, yet it does less to protect you from getting hit. It seems to abstract the size of the armour, but not the quality of it. You could use this abstraction well and logically, if you only had one type of armour, but could vary how much of it you were wearing. D&D also modifies it backwards for the actual type of armour though, and you end up with a bunch of conflicting things adding or not adding up to an "everything rolled into one" stat, AC.
Having one unified end-result statdoes make it easier to do in pen-and-paper, but really, do you know what is going on? I certainly can''t figure it out exactly, it all seems VERY arbitrary to me. I''d rather write out the system in a more detailed, complex way, describing exactly how I''d get to the "everything rolled into one" stat in a CRPG, because in there, we do not have to take into account the difficulty humans have at quick math.
quote: Original post by Sandman
Factor in a few armour modifiers to take into account different types of armour vs. different types of weapon (don''t know if NWN does this, but the 3E rules definitely allow for this) and you have saved yourself an enormous amount of complexity. Hit locations are catered for by the called shot rules.
You might have saved complexity, but why (still talking CRPGs!)? The computer doesn''t mind complexity. And you''ve sacrificed transparancy for reducing the complexity, which I also doubt is always a good choice.
You will say "But the player might not understand it!" As a player, I don''t really understand it now. I understand the reasoning, but I do not understand the formulae (if any) they used to get to their "unified result". It means I cannot expand on their system, because they''ve refused to tell me what exactly their system is!