DenizenKane wrote:So does this work for a fixed HP system?
HP = 10
Attack = 2d10 + Mods
Defense = 11 + Mods
Damage = 2d10 + Mods
Toughness = 7 + Mods
Beating toughness by 1+ gives 1 damage, 5+ gives 3, 9+ gives 6, and 13+ gives 10 damage.
That would either work or not work depending on your design goals and the available mods. In such a system you would one-shot an opponent with equal mods 0.55% of the time, which isn't much. You'd do no damage at all 56.55% of the time, which is kind of a lot. An average hit does (.34x1+.30x3+.14x6+.01x10) = 2.18, which hits 55% of the time. An equal mods combat takes an average of 9 attacks, although it has a 1.6% chance of ending in two attacks or less (for each player).
Adding +1 to-hit increases chances of hitting by 9%, adding +1 damage raises average damage per hit to 2.58, which means that +1 to-hit is a 16% increase in damage per round, and +1 damage is an 18% increase in damage per round. Further increases are diminishing for attack bonuses and accelerating for damage bonuses (the second +1 to-hit increases absolute to-hit by 8% and the second +1 to damage adds .68 damage per hit).
Whether those are numbers you want depends on how the system works and how long you're trying to get combats to last and how much failure you're willing to accept. And of course, you need terminology that distinguishes the damage roll from the damage output if they aren't the same thing. Like, it doesn't matter if you roll d8+6 damage and then inflict 11 damage when you roll a 5 in D&D because the numbers are the same. But if you're going to use a static hit point transform it's totally not OK to roll 2d10 + 3 damage and then inflict 3 damage because you rolled a 9. Because those numbers aren't the same, they need different names. Like "Attack Strength" for the bonus to the damage roll and "Damage" for the actual number of hit points lost or whatever.
-Username17