Sildring: Maybe it should be scaled based on the level difference between the character and the enemy ?
For example, a level 1 fighter will have a 90% chance of hitting a level 1 target but the accuracy will decrease by 5-10% for each level difference so the same character will only have a 70% chance against a level 3 monster.
I *really* don't like this mechanic.
It makes a single level matter *way* too much. Also, typical implementations don't scale to high levels; at some point in quadruple digit levels, a 1% difference will mean the difference between always hitting and always missing.
This sort of mechanic is much of the reason why Hoshigami was apparently such a poor game. It also was an issue in Arc the Lad 2, as you would normally end up below enemy levels and unable to hit without using skills (and, if the attacker is Diekbeck, who is always level 1, forget it).
Also, for this mechanic to work, there has to be a level stat in the first place, and that must apply to enemies as well as players.
dtgreene: Problem: HP increases with level, which results in battles taking longer at higher levels.
Also, if strength increases with level (or if you have a level-less system where strength can increase on its own), shouldn't that influence damage, at least with heavy weapons?
(Note that, if I do make a game, the mechanics will be more like SaGa than D&D, and the two are not similar.)
paladin181: Ah, but they are hitting more often. And they get to attack more often, and get skills that boost their attacks even further. So more attacks = more damage. With the same weapon, a high level warrior's damage output in D&D is exponentially higher than a low level warrior's.
It's not exponential.
If it were, there's no way the game would be even remotely balanced at both low and high levels.