Combat procedures desiderata
I've been using a slightly modified version of Eero's combat structure for about a year, and my brand-new attack procedure for about a week, and I like both. Why? What's so good about them? What's so good about any combat procedure whatsoever? I'll start by narrowing the field a bit. I'm only interested in combat procedures for a war game that's roughly compatible with classic D&D modules. The procedures need to scale from ordinary humanity to pulp action heroes. (Conceivably it could go higher than that, but I've never played a game that is that high level, so I don't really care.) The procedures need to take as inputs the kinds of things we find in a D&D dungeon key and monster write-up: number, defenses, level, special abilities, place in the dungeon ecosystem. It doesn't have to use all those things, but it can't ask for any information outside of those things. Ok, that's it for hard requirements. Now let's list the thin