So one of the comments in the recent thread about new dice got me thinking on an old pet peeve I have with this game, there’s no such thing as accuracy. X wing only has power. And more powerful attacks are more accurate attacks. I suppose to some extent, you can consider focus tokens and dice rerolls as the accuracy portion of the attack, but really it’s just part of how powerful the attack really is.
So what if the game separated the two? The easiest example would be to consider an A wing, which is an agile highly accurate ship with low power cannons vs. a B wing, which is a lumbering ship, packing tons of power. In general, this is not a new concept, D+D systems have used a to hit roll and a damage roll for a long time.
So how could this be implemented into X wing? The best way I can think of would be to actually get rid of all defense dice (since everyone seems to hate those anyways) and give each ship an evasion rating. Since I haven’t play tested this at all, let’s go ahead and say that this is equivalent to the ship’s current agility rating. This is a static number that the attacker needs to exceed in order to actually hit the target. And to determine if a target hits, he would roll accuracy dice, the number based off of the stat for each ship (so say 6 for an A wing, 4 for an X wing, 3 for a B wing, etc). This number would have to meet or exceed the evasion statistic. And for that reason, I wouldn’t expect a single ship to have less than 3 accuracy dice. This would mean that every ship would be capable of hitting every ship, assuming the +1 accuracy at R1 stays in play. But it also means that a B wing would need to get into R1 of a Phantom and roll 4/4 in order to get a hit through.
So, for me, the big problem with this system is it is really unfun to play against. While the current system is by no means perfect, both players have some interaction and, if nothing else, the semblance of control over the engagement. That gets lost when you have 1 player rolling for everything. If during the attack I have to just sit back and watch both to hit and then damage it creates a pretty unfun game mechanic, regardless if it adds a deeper level of gameplay.