Maybe this has been done and maybe just maybe someone has already play tested it and knows the flaws and has addressed them.
I'm thinking of blending an idea I read here with some rules from HARP and with RMSS to generate an easier combat system.
1) Keep the action phases the same from RMSS
2) Hit points from a strike come the tens value of your total offensive bonus used to look up hit points in RMSS. Example. You strike a foe with a 106. Normally in RMSS you look up a 106 under the AT type of the foe. Instead the tens value gives me 10. This is modified by the weapon type (.5, 1, 1.5, 2, 2.5, 3 and so on). A Broadsword is type 2 so the hits would be 10*2 or 20. I read this idea here and like it a lot. This also means that a value of 10 or higher is a hit.
3) Crits are based on your overall Offensive bonus. An A crit starts on 75 and each Crit bracket spans 15. So 75 to 89 is an A Crit, 90 to 104 is a B Crit. 105-120 is a C crit and so on. Look up crits regularly.
4) Because AT is no longer part of looking up hit points we need to make it a part of the Defensive Bonus. This is from HARP but the values are slightly higher at the higher ATs. So AT 1, 2, 3 and 4 is 0, 5, 10, 15. At of 5, 6, 7, 8 is 10, 15, 20, 25. At of 9, 10, 11, 12 is 20, 25, 30, 35 and so on.
5) Optional. Hit points can continue past the 150 mark. Also the Crit brackets can wrap. For example if you hit with a 250 that would mean an E crit plus a 250-150 or 100 for a C crit.
What are people's thoughts on this system?
Thanks.