Those are some fair criticisms, although I disagree with the assertion that an overborne and helpless person can't be slain outright. The later UA systems are more akin to the "standard" d20 combat system, and lose a lot of flavor. It's just the same attrition procedure as normal combat...so everybody uses normal combat. let's not pretend making them the same meant the revised system was ever frequently used. It has no payoff, no pizazz. At least in normal combat you kill something after slowly attriting down its HP.
There are two questions: does the result justify the use of the 2nd system, and, does the DMG system have to be used as fiddly as it is written?
I do shave it down.
- I don't see the d6 and d4 roll as worth the time and decision-indecision. getting an extra 2.5%/3.5% to one of the rolls of your choice isn't moving the needle most times
- Just because something gets down to 1% granulation doesn't mean you have to keep it there. I eyeball. This usually gets within 10% of what fastidiously tabulating every possible % modifier would get you. You get the effect without much less time overhead.
- Like anything, after using it a few times you get a feel for it and the eyeballing takes very little time and becomes very accurate. 80% of the combatants have the same rough "variable(s) profile".
- I just don't believe that DMs worthy of the title are completely lost eyeballing STR and DEX scores, or rough height/mass, for most monsters. If you truly have an oddball, you can think about it ahead of time. No monster goes on a diet over the course of an adventure.
- The different charts for the 3 systems is what makes it so effective. Thieves, monks, and lightly armored zorro-type fighters excel at pummeling (and have around a 85% chance to interrupt most spellcasters they can close with, by throwing a right hook - why bother trying to stick a sword in them?). Combatants in heavy armor get boned trying to defend against a grapple. Overbearing actually uses the same attack chart as grappling and only has its own results chart, but once again, combatants in heavy armor are likewise boned. Suddenly the use of light skirmishers out in front of heavy troops once again makes tactical sense.
- This is all level-independent, so 1st level characters are as good as 20th level characters, who gain little from their levels (outside of HP/staying power) if someone closes with them. But the %KO chance means they're not as "safe" even with that advantage.
- Players have fun rolling those damage/KO charts when the punches are landing. The table is rocking. And since there are so many attacks that have a good chance of hitting, someone gets incapacitated reaaaallll fast. This isn't the long-time dice shoot out between a couple of low/mid level combatants with good ACs, it goes quick.
- Since non-intelligent monsters/predators attack to overbear, if they do knock someone down to the ground (just like we see in "nature is dangerous" vids) and start ripping at them, real fear hits a players eyes.
- There are multiple references scattered around the books from OD&D forward that immobile characters can be slain so long as no one is otherwise engaging their would-be-slayers in melee. You see that again in the orc example above. I don't see how it can be reasonably interpreted any other way.
Grapple And Hold: See NON-LETHAL AND WEAPONLESS COMBAT PROCEDURES.
Special "To Hit" Bonuses:
The following general rules will be of assistance when you must adjudicate melee combat or missile fire:
Opponent encumbered, held by one leg, off balance, etc./+2
Opponent stunned, held by both legs, slowed, partially bound, etc./+4
Opponent magically asleep, held, paralyzed, or totally immobile/Automatic
(Cf. MELEE, magically Sleeping or Held Opponents.)
Apply bonuses to the chance of the opponent being struck. The opponent will gain no dexterity bonus, of course. In totally immobilized and powerless situations, the opponent can be fully trussed, slain, or whatever in 1 round, so no bonus need be given.
See also MELEE, Flank And Rear Attacks.
DMG pg 67
- Yes, its fiddly. But manageable. And the effects on how players approach groups are material.
Again (and most importantly) it's fun! Bar brawls are a hoot. Unarmed combat can be tolerated in cities and such in a way that pulling out swords isn't. The expectation is you put up your fists (or rassle) and settle things without the loss of life. Taking everything to mortal combat at the drop of a hat earns a certain reputation. This gives thieves an edge in urban/"civilized" areas.
EDIT -
the best result is over 95 on a grapple or over 00 on a pummel, both of which stun, so that (per p. 70) there is an attack bonus of +4.
Test out a few white room combats. Once one person gets stunned, it's a quick descent into unconsciousness - a bunch of free shots at bonus to hit (that +4 on a d20 is +20% on the percentile scale), all of which themselves can stun with bonuses to push those results rolls over the stun threshold. The victim goes to 0 HP real fast. Do you not allow unconscious enemies to be slain?