Mr. Magniloquent
Arcane
I would like crits happening at a steady rate determined by your attack vs. their defense, with no random component, but no one else seems excited for this but me. Maybe it's a stupid idea but I like it. I heard arguments that it's too easy to game such a system, when randomness can be gamed even harder.I don't think armor is the complicated issue. It's other mechanics that are the root, but get conflated with armor. Dodging is the problem. It should not be a free action. AP/reaction should be required. Exceptionally fast attacks like bullets or lighting shouldn't be dodged without a special feat/talent. Critical hits are also another problem. In general, I think the concept should be thrown out or reserved for unique actions, like a Coup de Grace against a helpless opponent.
Sawyer tried to do something like that with critical hits for PoE. If 1d100 + (Attack - Targeted Defense) > 100, the attack is a critical hit. So Drizz't is going to critically hit a tavern rat with nearly every swing. The converse is true for misses. It was not a bad design in itself. I think it's a solid approach. The problem was how it influenced the rest of the system into a granular and dissatisfying soup of "meh". Everything was bell curved into boring.