Opposed Rolling Combat

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A proposed change to DQ combat to introduce rolling against your defence instead of subtracting it from SC. And other tweaks and changes bundled with it.

Gods Meeting November 2014

A gods meeting has been called to vote on the core elements of Opposed Rolling.
The PDF for voting is located linked from this page --> Gods Meeting November 2014.

Opposed Rolling

Quality of Rolls

Current Rules
Fumble (99-100), Fail, Success, Endurance (15%), Spec Grev (5%)
Proposed
Fumble (>= 90 + weapon rank), Fail, A Success, B Success (40%), C Success (20%), D Success (10%), E Success (10% of [BC - 100]), F Success (10% of [BC - 200])
NB A roll can be both a Fumble and a Success if the chance of Success is equal or higher than the chance of Fumble.

Charts are available to make it easier to look up the quality of result based on a dice roll and BC, it is recommended that players have the dice roll required for B-F for their main weapons pre-calculated on the character sheet.

Reasons/rationale for change
To get more variety in the results of the opposed rolls and have it less binary, additional levels of success are required.
Change from 5/15 to 10/20 is because the numbers are easier to estimate on the fly.
E & F introduced as an additional benefit for excellence.

Qualities of Defence

Current Rules
Defence is a modifier to Strike Chance.
Proposed
The defence is a roll that is made using the defence of the character as the Base Chance.
An equal quality defence stops an attack
A successful but lower quality defence reduces the quality of an attack
A successful and higher quality defence may result in a riposte.
Proposed Tabular results
Attack Cols
Defence Rows
Fumble/Fail A B C D E F
Fumble/Fail Miss A Success B Success C Success D Success E Success F Success
A Miss Miss A Success B Success C Success D Success E Success
B Miss Miss Miss A Success B Success C Success D Success
C Miss Miss Miss Miss A Success B Success C Success
D Miss Miss Miss Miss Miss A Success B Success
E Riposte 1 Miss Miss Miss Miss Miss A Success
F Riposte 2 Riposte 1 Miss Miss Miss Miss Miss
Proposed numerical resolution
Attack gives a result from 0 - 6, Defence gives a result from 0 - 6. Subtract Defence from attack to get a numerical result.
Positive is some level of hit (refer results below)
0 is a 'miss'
a negative number is a 'miss'. Unless the defender is evading, in that case, remove the negative and treat the result as a level of hit back against the attacker.

Results

-6 -5 -4 -3 -2 -1 0 1 A 2 B 3 C 4 D 5 E 6 F
Proposal 1 Riposte: EN Riposte: EN Riposte: EN Riposte: FT FT FT+10 EN -1B EN+10 pSG -2BL -1AP EN+10 no-EA pSG -2BL -2AP maxEN+10 no-EA pSG -2BL -2AP
Proposal 2 Riposte: EN Riposte: EN Riposte: EN Riposte: FT FT maxFT EN -1B maxEN pSG -2BL -1AP maxEN no-EA pSG -2BL -2AP maxEN no-EA pSG -2BL -2AP
Proposal 3 Riposte: maxEN gSG -2AP Riposte: EN gSG -2AP Riposte: EN pSG -2AP Riposte: EN Riposte: EN-AP Riposte: FT FT EN-AP EN EN pSG -2AP EN gSG -2AP maxEN gSG -2AP
Key
FT Damage is reduced by armour (AP), the balance is deducted from FT or EN if no FT.
EN Standard armour (AP) does not apply, some damage reduction (Armour of Earth, Rune Shield, and some special items/abilities) apply, the balance is deducted from EN.
pSG Possible/Potential Specific Grievous Wound, if the roll on the Spec Grev table falls in a valid range for the weapon class then the results on the SG table are applied in addition to any other damage.
gSG As pSG except that you keep rolling on the SG chart until you get a valid result for your weapon class.
BL Bleeder, lose the specified amount of FT at the end of each pulse, applied to EN once out of FT. Effects are cumulative. May be stopped by Healing.
-2AP / -1AP the protection rating of your armour is reduced by 2 (or 1) until repaired by an armourer.
maxFT / MaxEN as per FT or EN except that the damage dice (or first D10 if you would normally roll multiple) is automatically as if you had rolled 10.
EN-AP Damage is reduced by armour (AP), the balance is deducted from EN.

Fumble

A critical fail.

Current Rules
A fumble is 'resisted' by rolling under your engaged IV with the weapon. Results are determined by rolling on the fumble table.
Proposed
The recipient of the fumble chooses one of these results:
  • Costs 3 FT to recover from the fumble
  • Weapon becomes un-prepared/dropped.
  • Weapon is damaged (-1 damage mod.) - requires Weaponsmith/Magic to repair. For a defensive fumble, Shield -3% Def or Armour -1 AP.

Miss

A Success (1)

No change from current 'Fatigue Hit'.

B Success (2)

Current
Non-existent.
Proposal 1
'Fatigue Hit' with the damage increased by 5 or 10
Proposal 2
'Fatigue Hit' with the first damage dice automatically being 10
Proposal 3
Standard damage, normal armour protection applies, any damage in excess of AP is deducted from Endurance instead of Fatigue.

C Success (3)

No change from current 'Endurance Hit'

D Success (4)

Current
'Spec. Grev.'
Proposal 1
'Endurance Hit' with the damage increased by 5 or 10 and potential 'Spec. Grev.'
Proposal 2
'Endurance Hit' with the first damage dice automatically being 10 and potential 'Spec. Grev.'
Proposal 3
No change from current potential 'Spec. Grev.'

E Success (5)

Current
Non-existent.
Proposal 1
As per 4 but no EN Armour.
Proposal 2
As per 4 but no EN Armour.
Proposal 3
Max Damage Spec Grev as above, with the first damage dice automatically being 10

F Success (6)

Current
Non-existent.
Proposal 1
Maximum EN damage + 5 or 10, no EN Armour, and potential 'Spec. Grev.'
Proposal 2
Maximum EN damage, no EN Armour, and potential 'Spec. Grev.'
Proposal 3
Max Damage Guaranteed Spec Grev - as per Max Dam. Spec Grev except that you roll on the Spec Grev chart until you get a valid result for your weapon class.

Riposte

Current
A miss by more than 30% against an evading opponent, D + Defenders Weapon Rank - Attackers Weapon Rank, etc.
Proposal 1
Riposte 1 from the chart above is an A Success result back against the attacker.
Riposte 2 from the chart above is a B Success result back against the attacker.
Proposal 3
If the defender is evading, a negative number is treated as that level of hit back against the attacker.

Bleeders

Current
Only some specific Spec Grev results cause bleeders.
Proposal 1
Results 3-6 (C - F) also cause bleeders. C 1 FT, D 2 FT, E 2 FT, F 2 FT.
Proposal 3
No change

Armour Damage

Current
Potential Spec Grev results damage armour and reduce Protection by 2.
Proposal 1
Results 4-6 (D - F) also cause armour damage. D -1 AP, E -2 AP, F -2 AP.
Proposal 3
No change

Defence Calculation

Current
Magic + AG + Shield (+ Warrior)
Proposed

Front hexes: AG + PC + Shield bonus + Magical Defence. (Greater Enchantment is NOT applied.)

Rear hexes: AG + Magical Defence. (Greater Enchantment and shield are NOT applied.)

Side hexes: count as Front hex on shield side, and Rear hexes on off-shield side.

Shield

  • Rank zero bonus = 5 x the listed book value.
  • The Maximum Rank of Shield is increased to 5.

Evade

Current
Add 10% + 4 * weapon rank to defence vs melee. +20% to defence vs ranged.
Proposed
Increase defence vs melee by another 40%. I.e. 50% + 4 * weapon rank to defence vs melee.

Defensive Withdrawal

Current
Add 20% defence and step back 1.
Proposed
Add 50% defence and step back 2.

Impede

...

Taunt

...

Ranged Aiming

Current
Add 20% SC, EN/SG change to 20/10%.
Proposed
Add 20% and -5 dice modifier.

Trip, Disarm, Knockout

Current
...
Proposed
The following attacks are aimed at specific locations, and are effectively replacements for Trip, Disarm and Knockout, respectively.
  • Damage is reduced by 10 for all Location-Specific attacks
  • Grievous damage is always to the specified location. A specific grievous result (4 or more) means the location is unusable.
Location Weapons allowed Combat result level 2 Level 3 or more
Foot 2 handed hafted or any pole 2 x AG or trip and fall prone 1 x AG or trip and fall prone
Hand Any, although GMs might exclude dagger and shield 2 x MD or drop carried items 1 x MD or drop carried items
Head 2 handed weapon or any C-class weapon 2 x EN or be stunned Automatically unconscious if any EN damage

Close Combat

...

Action Declaration and Timing

Initiative

Current
Unengaged IV = PC + 2xMilSci + D10. Engaged = PC + AG + Weapon Rank + Warrior.
Proposal A
All actions happen in strict order of initiative, including engaged and unengaged.
A figure may delay their action.
Unengaged Initiative may add the rank of the party's Military Scientist.
  • Magical Action IV = MA + PC + (Ability Rank / 2) *
  • Non-magical Non-Weapon Action IV = AG + PC.
  • Non-magical Weapon-Related Actions IV = AG + PC + Weapon Rank + Warrior bonus.

NB * For magical actions AbilityRank is the rank in the Talent, Spell, or Ritual. For abilities without an associated rank, add 0.

Proposal B
Individual IV = AG + PC + (2 x rank of Party MilSci) + Activity IV
Activity IV is one of:
  • WeaponRank + Warrior for most combat actions
  • Half (Spell or talent rank) for most magical actions (excludes Triggering)
  • Applicable Skill rank is there is one for other actions
  • D10

Magic

Double, Triple

Current
Triple effect on 5% of cast chance, double effect on 15% of cast chance.
Proposed
Triple effect on 10% of cast chance, double effect on 20% of cast chance.
Reasons/rationale for change
So the same charts can be used for combat and magic.

Backfire

Current
Backfires occur when you roll over 30% (or 40% for minute casting) above your cast chance. Roll on backfire table for effects.
Proposed
Backfires occur when you roll more than 80+rank.
Backfires cost 3 additional FT.