One of the big advantages of the charts is that they ensured that a 'good hit' did 'good damage'. This does not occur in games (like Hero) where a roll to hit could succeed by a large amount, but the damage rolled afterwards was pitiful.
The other thing which the RM charts did well was incorporating the old 'weapon modifiers vs AC' in AD&D. So maces are designed to be particularly good against solid armor types (e.g., plate), whereas daggers could be devastating against unarmoured opponents. Teeth and claws are particularly devastating against unarmoured opponents, but even some minimal armour could help out a great deal.
To an extent this could be included in the Hero system with the Armour Piercing and Reduced Penetration modifiers, but I am yet to see anyone - for example - write up a mace a xd6 damage, AP vs armour values of x.
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Date: 2008-04-10 01:55 am (UTC)The other thing which the RM charts did well was incorporating the old 'weapon modifiers vs AC' in AD&D. So maces are designed to be particularly good against solid armor types (e.g., plate), whereas daggers could be devastating against unarmoured opponents. Teeth and claws are particularly devastating against unarmoured opponents, but even some minimal armour could help out a great deal.
To an extent this could be included in the Hero system with the Armour Piercing and Reduced Penetration modifiers, but I am yet to see anyone - for example - write up a mace a xd6 damage, AP vs armour values of x.