This is something that I raised on Blue Rose forums but got no response.
I have been asked by my gaming group to consider using opposed attack and defence rolls, being a riff on the current True 20 system.
Essentially, you roll your attack, your opponent rolls defence. The random part of damage is determined by the difference between the 2 scores.
Here is how I would see it working:
1. Attack value = d20 + combat bonus + Dex.
2. Defence = d20 + combat bonus + Dex.
3. Damage = weapon bonus + Str.
4. Toughness = armour bonus + Con.
If you successfully hit i.e. Attack > Defence, then Damage is calculated as follows (Attack - Defence) + (Damage - Toughness):
0-4 = Hurt.
5-9 = Wounded.
10-14 = Disabled.
15-19 = Dying.
20+ = Dead.
This is also quite nice in that Conviction can be spent on a Defence roll. I find that spending a Conviction on Toughness to avoid being hurt doesn't feel as "cool" as spending it on the Defence roll to avoid being hit.
A Touch Attack is an attack which ignores the Toughness bonus from Armour.
An attack roll which lands in the “critical threat range” is considered a Touch Attack and ignores the Toughness bonus from Armour. Criticals as such are no longer needed as high rolls do more damage.
BTW for those who like figures, here is the % of results based on equal Attack and Defence (roughly).
New system
None - 50%
Hurt - 22%
Wounded - 15%
Disabled - 9%
Dying - 4%
Dead - 1%
Old system
None - 50%
Hurt - 12.5%
Wounded - 12.5%
Disabled - 12.5%
Dying - 12.5%
Dead - 0%
The result is that the chance to hurt is about the same. However, lesser wounds are more likely than grevious wounds (though in either case these are still possible).



