I'm super glad you like the idea, and thank you for your suggestion of using an existing system as a baseline, though I am concerned about this new system gaining the... quirks... of the existing systems, so I'm not sure really what to do there, I hope that makes sense.
I don't understand what you mean by that.
I am trying to avoid a hit area system in at least the 1.0 iteration-- I'm trying to keep this simple. Maybe in 2.0 or Expert Edition or something, but right now, simplicity is a huge concern. I want this to have the fast play of D&D, not the slow play of GURPS where each turn takes half an hour of looking through books for rules.
I love this idea. I will definitely look into this. Reminds me of the Darknut fight from Legend of Zelda, heheh.
Thank you again. :)
I considered COVER or CONCEALMENT but neither of those quite seem appropriate; cover or concealment should certainly provide a big bonus here of course, but some particularly expert or agile opponents will be able to dodge wimpy, clumsy attacks all day. Doesn't matter how many times an untrained peasant takes a swing at an expert martial artist, he's never hitting. It's not because the monk has cover or concealment, it's just that he is not expending -any- effort to dodge, because he doesn't have to. He's literally just that good. AGILITY maybe.