Alternate Combat System
So as I've been working on Twelve Parsecs, an alternate combat system has come to light for O.R.C.S. (the engine that powers ELG's games). A number of people have told me their one issue with S&S is that they dislike consulting attack matrices for every attack. This is rather mind-boggling to me, as it really takes no longer than consulting your attack bonus and performing the calculations every time you attack, but I have heard the complaints. As such, a new entirely optional combat system will be added to S&S in future releases. It brings combat in line with the ability check system from the rest of the game, and borrows heavily from the "Target 20" concept of A/OD&D combat (so it should still appeal to old-schoolers, I hope). How it works is thus: 1. Instead of an attack matrix, players make a standard ability check to hit (usually Dexterity, though Strength is recommended for heavy, 2-handed weapons), attempting to get 11 as always. ...