I'll have to check out Starfinder. I like the idea of armor having an AC and a DR. And having levels of success during an exchange.
To be clear, I only meant that Starfinder had the Stamina/HP-separation mechanic.
But yeah, their 2nd edition levels-of-success (beating or failing the AC/DC by 10 or more) seems pretty neat, making high rolls all that much more exciting and impactful.
5e's designed prioritizes 'playability' which I think history has shown was a successful decision, but it means there are a number of places where rules no longer exist or are lumped into a broad catch-all system like resistance or the advantage/disadvantage system.
I think advantage has really overtaken the entire system to it's detriment, it's become duct tape for anywhere the rules have been pared back into total abstraction
Agreed. Especially given that Advantage and Disadvantage don't stack beyond canceling out, so getting multiple sources of Advantage actually feels detrimental because you've wasted some resource. Also there are resulting rules that don't
feel right, e.g., two blinded characters [wearing heavy armor] attacking each other at normal.