D&D DOES have combat rules to deal with targetted attacks, you know. Most people simply avoid using it, because most groups will rather use the system as it is, since any set of rules that makes combat more deadly or tricky WILL hurt the PCs more, since NPCs are just that, random minions that can get killed, run away, etc, but the PCs are always the same, taking blow after blow, THEMSELVES being "worn down", thus why most playgroups will usually experiment with the optional rules for targeted combat for a while and revert to the regular way. Also, the way I suggested, damage rolls would be ignored completly, and the attack roll itself would play a major role. In the example I gave, it's fairly common for a trained sword fighter to hit once and drop the opponent, given a rather "weak" opponent as a Goblin, most swordplayers will usually aim for lethal areas anyway, so that way, the better the attack roll, the closest to hitting a lethal area (and hitting it hard enough, of course) you are. I can't see how this relates to the abstract "damage rolls" system of D&D, which makes weapons pretty much obsolete from 6th level onward, since the damage BONUSES are more than enough to make up for a roll of 1 in a d8, for instance. The combat system I suggested is not only simpler than yours, being more fluid and quicker, but it's ALSO more "realistic" flavor-wise, after all, I don't see how "distributing damage points between Light, Moderate and Critical" is flavorful, it's actually closer to the abstract "generic hit point loss" system from D&D.
Yeah, sorry, I did miss the bit about scrapping damage rolls. What still strikes me, though, is the lack of an active defense in that style.
I'm not sure how dividing damage into three types is
more close to the generic HP system. Could you elaborate on that? Because in this case, it will provide a way for a wound to do damage, but that damage will potentially be greater or lesser. What I like most about the three types is how the collapsing of each type leads to a trickle-through for wounds. Once you reach a certain threshold, a difference of "1" on the attack vs. defense suddenly becomes a lot more lethal. There's also a lot of ways you can die. Like...
If you have 3 Light Wound Points, 1 Moderate Wound Point, and 1 Critical Wound Point, a moderate difference (let's say 3-4 between attack and defense) or a big difference (greater than 5) will kill you. In your system, though, you'd have 5 HP at that point, so a difference of 5 or greater would be the only thing that would kill you.
And yeah, it's more deadly. That'll make characters think more about getting into combat. This RP (the one I'm thinking of) wouldn't be one of "monster, npc, monster, npc". More like, figure out what's going on, make a plan to get out alive, etc. Because as fun as dungeoncrawls are, it's nice to spice things up a bit.
PS: There are also rules for parrying in D&D, if a character wants to fight defensively. And then, there are feats that increase your defense based on base attack bonus, which pretty much stands for a character ability to
parry a few blows. There're also feats for dodging blows, akills for tumbling across the battlefield, etc. It's not at all like Final Fantasy...
The thing is, those rules are not general, but specific. From how I've seen it played, anyway. You've got a character, they try to attack and get higher than a static defensive value, and then they let the other character have a swing at them. It's a lot less dynamic than something where you've actively got rules for defense. The defense itself still stays static, being bonused from time to time. When in reality, you have to keep working to keep a defense up.
And I mean, honestly, I'd much rather just toss what I've got out there and see how it goes.