I know this is the dumbest question in the forum, but my system only requires it, and I'm too un-mathematical to figure this out.
I'm working on a browser RPG that blankets video game concepts with table top concepts. The table top style handles to hit combat rolls, and skill checks. The video game aspects are for actual damage, armour, and magic. It seemed like a good way to manage the system, and output them high numbers people like.
I'm working on Armour, and to hit numbers right now. To hit is TN, it's basically like D&D Armour Class. Except rolls are made on 2d12 instead of a d20.
Every piece of armour has a modifier of 0 or greater.
Roll = 2D12 + Combat Bonus
Target has enough armour for TN1.
Combatant with +5 Combat Bonus.
Possible 2D12 roll with +5 Combat Bonus = 7-29
Target has enough armour for TN18.
Combatant with +5 Combat Bonus
Possible 2D12 roll with +5 Combat Bonus = 7- 29
Target has enough armour for TN1
Combatant with +1 Combat Bonus
Possible 2D12 rolle with +1 Combat Bonus = 3-25
Target has enough armour for TN18
Combatant with +1 Combat Bonus
Possible 2D12 roll with +1 Combat Bonus = 3 - 25