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Like, it seems like there is also other things you can do in the fights like turning off a bridge or putting on a trap, etc. All these different things you can do, are probably easier to make sense of in a turned based situation than a real time one.
And as someone said - combat in original Planescape was awful. I liked only spell animations.
Undertale did as well actually with the enemies. Can't think of any others though.
Renowned Explorers, for example, allows you to win turn-based encounters through fighting, diplomacy, or breaking their spirit with taunts.
Winter Voices also has a really abstract combat system where your enemies represent your internal struggles, and you're less focused on destroying them as you are on learning to cope with them.
Oh, and then there's Undertale and whatnot.
Anyway, TTON's combat seems a little lacklustre at the moment - although I haven't actually tried to play a serious warrior yet. Maybe that would be more satisfying?
The biggest thing you can do to influence attack accuracy is by spending Effort on an attack - that's why Glaives get the biggest Might Pool; it gives them more Might to spend enhancing their attacks with Effort.
I see, thanks for the input. I've only fought the first group of people at the very beginning, the ambush. (though I reloaded my save and talked my way through as I felt bad about killing them). I know abou tthe effort thing, but it it just made my attacks go from very hard, to slightly less very hard.
Who knows, I haven't gotten far enough and fought enough to really make any kind of reliable judgment. To be fair the enemies seemed to miss quite a bit as well.
So a Challenging task is difficulty 5, meaning you have to roll at least a 15 to succeed on it. But if you have an item that helps on it (like if it's a roll to climb something and you have a grappling hook and rope on you) then it reduces the difficulty one step down to Difficulty 4 (so you now need a 12 to succeed). Can't think of any common modifiers for combat, save that light weapons (ie; daggers) reduce the attack difficulty by 1 step. Drawback being that they do less damage when they do connect.
Enemy health is also based on their Level - so a Murden (a level 3 creature) has Nine Health and you need to roll 9s to hit it.
EDIT: Oh, and while I think of it - enemies trying to hit you aren't rolling against your Tier (the player-character equivalent of a level) but you're rolling against their level to avoid the attack. One of the big things Numenera tried to do differently; the GM doesn't make any rolls (well... okay; from a practical standpoint he's probably going to be rolling for random cyphers and the like, but in general gameplay he doesn't need any dice) - the player rolls to make attack and to avoid enemy attacks. So to avoid attacks from the Murden I mentioned before, you'd have to roll 9s.