MarkC: I don't think it would be too much to ask, seings as they are already adding/subtacting much larger numbers in just the attack roll; OB, %-dice, and various modifiers. Compared to that, subtracting 30 from 55 is child's play.
Providence13: That is why I like having a defense skill (instead of Adrenal Defense) that everyone can develop - to greater and lesser degrees. But not be so restrictive like AD. Another way to handle it may to have less of a Quickness modifer for armors so that their DB isn't lessened too much.
All of this is sort of making me think of something that is very anathema to the gaming community: Making it harder to hit* - enough so that hits only happen 1 out of 3 or 4 times. But, balancing that with much faster progression of damage for rolling well. Diagram below:
0 = Miss, 1 = Base Hit, 2 = Good Hit, 3 = Very Good Hit, 4 = Great Hit, 5 = Fantastic Hit
Old Way: 000000000000000001111111111111111222222222222333333333444444444555
New Way: 000000000000000000000000000000011111111222222233333334444444555555
Or something like that. (That is a very basic/gross diagram - obviously
).
I have always like the combats where we had to do unusuall things, not just the swing back-and-forth fights, those were/are boring. But when you have to do some fancy maneuvering of some kind - that was/is fun.
Perhaps cetain weapons are deadlier than others when used extremely well. Such as a crossbow. Maybe, it's basic hit isn't all that much, but it's "staging" is faster so it gets to the greater damage faster than, say a dagger. Paranoia had something like this on a d20 scale.
Yammahoper: Unless that character is a Sweatbeast. (I am not, NOT! I tell you speaking from personal experience! Really...I'm not. Rea......oh, bother!)
*I firmly believe due to the majority of gamer origins (mine included) that we all crave the little successes in our games. (I.e., "You did hit..... for 4 points of damage. Now, let's see....that takes the orc chieftain down to 53 hits. Next.") Wherease, a bunch of misses, even when followed by a really excellent hit, "feels" bad to us. We crave success, even when that success really isn't
success. Because connecting with someone using a broadsword/battle-axe/mace/etc should matter, just about each and every time.