My son had an interesting idea for how to do melee combat:
A "round" is a collection of attacks rather than just one. Both combatants would take a swing simultaneously using their own attack values. The round ends when someone misses.
If both hit, the round continues to the next attack, but rolling one extra die (fatigue or something). Basically, their swords each blocked their enemy's attack.
If both miss, the round ends.
If one hits, he does damage, and the round ends.
Whenever the round ends, the parties can decide if they will continue or not.
It's only good for melee, but it seems to solve the "can't hit someone unless you totally outclass them" issue. And, it keeps the basic "everything (including combat) is a series of tasks" mentality that makes T5 so beautiful.
Thoughts?
A "round" is a collection of attacks rather than just one. Both combatants would take a swing simultaneously using their own attack values. The round ends when someone misses.
If both hit, the round continues to the next attack, but rolling one extra die (fatigue or something). Basically, their swords each blocked their enemy's attack.
If both miss, the round ends.
If one hits, he does damage, and the round ends.
Whenever the round ends, the parties can decide if they will continue or not.
It's only good for melee, but it seems to solve the "can't hit someone unless you totally outclass them" issue. And, it keeps the basic "everything (including combat) is a series of tasks" mentality that makes T5 so beautiful.
Thoughts?