I'm thinking the 'number ranges' are making combat too random...
OK, if I'm understanding the underlying mechanics right, the attacker makes a roll, with the 'die' used being the same as the attack strength. If I'm wrong on this, feel free to clarify!
Then the defender rolls, using said's defense strength as the defense roll.
So if you have a 28 attack, and he has a 12 defense, you roll 1D28 and he rolls 1D12.
Higher roll wins. Not sure if damage is equal to the amount that exceeds the defense roll, but this tracks with what I've seen ingame.
The reason this system is in place is to allow ANY attack a chance of succeeding, even if you have a weak 2 point attack against a 35 defense monster. But also with the chance of MASSIVE damage on the flip side.
This is all well and good, but with such a large spread for the bigger attacks, it is very easy for lady luck to make combat feel more random... i.e. you roll 28, he rolls 1, you've just scored 27 points of damage.
Now, if those attack and defense strengths weren't as high, then the 'number spread' from using this system wouldn't be as catastrophic. As an example, if I reduce the above numbers by 75% (to 7 attack and 3 defense), then, at worst, the attacker would score 6 points of damage. 6x4 is 24, not 27, so a LITTLE less traumatic.
This could very easily be implemented 'game side', by doing this reduction in the background, but still showing the 28 attack or 12 defense in your stats, even though they are really only 7 and 3. Of course, then you lose the distinction between weapon and armor strengths a bit; i.e. if you round off at .5, an original attack strength of 2-5 become effectively identical attack strength wise.
Another way to help 'smooth' out the randomness a bit would be to use 2 or 3 equal 'dice' on the attack and the defense rolls, and add them together. Anyone who's played with 6 siders should understand this concept (bell curve vs. linear).
1D6: 16.3333% chance of any result
2D6: 1 in 36 chance of 2 (same odds for 12), 6 in 36 chance of a 7.
3D6: 1 in 216 chance of 3 or 18, 27 in 216 chance of a 10, same odds for an 11.
So, if that 28 attack mentioned above rolled 3D28/3, instead of just a straight roll. you'd see more 14 1/2's. The 12 Defense (3D12/3) would generate more 6 1/2's, so the expected damage of 8 would occur more often, and 27 damage would be much more rare.
From a game mechanics standpoint, to simplify this, either hit points would be 'tripled' in the background, or the final damage result would be reduced to a third of it's original value.
Thoughts?