Opposed Rolling Combat Playtest

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Opposed Rolling Combat Playtest

This is the set of combat rules in playtest (PDF here
It represents the least changes required to implement the opposed rolling combat system.

The Concept

Similarly to how we now play magic (cast chance and magic resistance), the system use an active defence, ie both the attacker and target roll dice. It also introduces additional "qualities of defence", so that the roll for defence is not just a binary succeed/fail and can reduce the damage even if not eliminating it entirely. The Attacker rolls D100 against their Strike Chance and the Defender rolls D100 against their Defence, determining their qualities of success. A strike succeeds if the Attacker has a better quality of success than the Defender.

Intent

  • Defence is rolled rather than being subtracted from Strike Chance.
Why?
  1. Eliminates the need for subtraction
  2. Eliminates the need for the attacker to know the defender's defence
  3. The chances of a special quality result are largely able to be predetermined as the Strike Chance does not vary based on the defenders Defence
  4. It is possible for an Attacker to miss even if their Strike Chance is 100 more than the Defender's Defence (and not just by rolling a natural 00 on D100).
  5. Conversely, it is now possible for an Attacker to hit an opponent whose Defence is greater than their Strike Chance (and not just by rolling a natural 01 on their D100).
  • An additional quality of result is added between those we already have.

ie currently Failure, Fatigue Hit, Endurance Hit, Possible Spec Grev becomes Failure, Fatigue Hit, Enhanced Fatigue Hit, Endurance Hit, Possible Spec Grev

Why?
  1. So that low strike chance attackers have a chance of hitting higher defence defenders
  2. So to reduce the number of blocked (1-1=0) results.
  • Additional qualities of result are added for Strike chances above 100 and 200.
Why?
  1. To reduce the number of misses. Without this high strike chance attackers are blocked too often by low defence defenders
  2. To increase the likelyhood of EN and Possible Spec Grev results.
  • Percentage required for special qualities is changed. Changes from 5 and 15% to 10, 20 and 40%
Why?
  1. So that the numbers are easier to calculate on the fly, ie Success Quality 4 is percentage chance/10, 3 is twice that and 2 is twice that again.
  • Assassin and Aiming are addressed because they change the EN and SG chances. Evading is addressed as the current miss by 30% is no longer meaningful.

 

Core Mechanics

Anything not specified is as per the current rules
All percentage calculations round up. (eg 10% of 21 = 2.1 = 3, so with a chance of 21% a roll of 3 or better is required for a Quality of 4)
Natural 01 (ie 01 roll on the die) is always quality 4 or better. Natural 00 is always quality 0)

Steps

  1. Attacker rolls against their Strike Chance for Attack Quality (Table 1 or main Success Quality table)
  2. Defender rolls against their Defence for Defence Quality (Table 1 or main Success Quality table)
  3. Result Quality = Attack Quality - Defence Quality
  4. Look up Defence Quality on Table 2 and apply damage to defender

Table 1

Attack & Defence Quality
Name Letter Level Calculation (round up)
Poor P 0 > Success Chance (= a fail)
Average A 1 = Success Chance
Better B 2 40% of Success Chance
Crucial C 3 20% of Success Chance
Decisive D 4 10% of Success Chance
Excellent E 5 10% of (Success Chance - 100)
Fantastic F 6 10% of (Success Chance - 200)

Table 2

Result Quality
Name Letter Level Description Armour Applying
Poor P 0 Blocked N/A
Average A 1 Fatigue FT
Better B 2 Maximum Fatigue FT
Crucial C 3 Endurance EN
Decisive D 4 Endurance & Possible Spec Grievous EN
Excellent E 5 Maximum Endurance & Possible Spec Grievous None
Fantastic F 6 Maximum Endurance + 10 & Possible Spec Grievous None


Armour Definition:

FT is normal armour subtracted from FT damage.
EN is endurance armour subtracted from EN damage.
DR or Damage Reduction, as available in items such as rings of protection and some magic such as Armour of Earth, which stacks with both FT and EN, applies vs all Result Qualities. None of FT, EN or DR comes off the extra damage from Spec Grevs.

Strike Chance Calculation:

As current.

Defence Calculation

As current ie
Front hexes: AG + Shield bonus + Magical Defence + modifiers.
Rear and flank hexes: AG + Magical Defence + modifiers. (Shield is NOT applied.)
Stunned: Magical Defence + modifiers.

Evading

If an Evading figure who is being melee attacked achieves a Defence Quality two or more better than the attacker, they may attempt a parry, as per the current evading rules ie possible disarm or riposte.

Ranged

Aiming: +20% SC as usual but -5 dice roll modifier instead of 5% extra EN & SG chance.

Assassin

The bonus that an assassin gets to their chance of causing a grevious injury (ie -2/rank from surprise, -1/rank from behind and -1/3 ranks from in front) is applied as a dice modifier (ie subtracted from the dice roll).


57 Combat Tables

57.1 Strike Chance Modifiers Summary

The strike chance modifiers from the current rules have been divided into strike chance and defence modifiers. Combatants should only need to know their own status (eg stunned, cover etc).

Close Combat Modifiers
+1 each point attacker's PS
-20 attacker has no Fatigue
Melee Combat Modifiers
-10 attacker has no Fatigue
-20 attack is an offensive withdrawal
+20 charging with pole weapon or shield
-15 charging with non-pole weapon
+10 attacking a flank hex
+30 attacking a rear hex
+20 attacking a kneeling or prone defender
Ranged Combat Modifiers
+10 attacking a flank hex
+20 attacking a rear hex
+10 attacker is kneeling
+20 aim (and -5 off the dice roll)
-15 snapshoot
-3 every hex through which a thrown weapon travels
-3 each 5 hexes (or fraction) after the first 5 through which a missile travels
Visibility Condition Modifiers
-10 starry night or shadowy interior
-20 cloudy night
-30 cave or unlit interior
-40 pitch blackness
-50 attacker cannot see defender
Miscellaneous Modifiers
-20 striking weapon held in attacker's secondary hand
-10 multiple strike
-20 multi-hex strike with B class two-handed weapon
-10 attacker is airborne

All modifications except visibility are cumulative.

57.2 Defence Modifiers Summary

Close Combat Modifiers
+1 each point defender's PS
-20 defender has no Fatigue
-20 defender is stunned
Melee Combat Modifiers
-10 defender has no Fatigue
-15 defender is stunned
+20 defensive withdrawal
+10 defender is evading
+4 each Rank the defender has with prepared weapon if evading
Ranged Combat Modifiers
-10 defender is stunned
+5 defender is currently moving
+10 defender is kneeling or prone
+20 defender is evading
+20 defender occupies a sheltered hex
Miscellaneous Modifiers
+20 defender is airborne

All modifications are cumulative.

57.3 Combat Equation Summary

Engaged Initiative PC + modified AG + weapon Rank + warrior Rank.
Unengaged Initiative D10 + (PC + 2 x Military Scientist).
Strike Chance with ranked weapon Weapon Base Chance + attacker's modified Manual Dexterity + (4 x Rank with weapon) + Magic + Modifiers ([§57.1]).
Shield Rush Normal SC and damage. 3 x AG to avoid.
Disarm -20 to strike chance. MD + Rank to avoid (2 x MD + Rank if two handed).
Trip Weapon BC reduced to 40%, and Damage to D10. 3 x AG to avoid.
Knockout Must get a Result Quality of 3 or better.
Entangle Normal SC. 3 x AG to avoid.
Restrain 3 x ((PS+AG of attacker) - (PS+AG of defender)).
Trample (by multihex figure) Automatic knockdown. BC 40. Damage [D+(size in hexes)].
Fumble Reduce Initiative by 10. Roll under Initiative on D100 or roll on the Fumble Table ([§52.4]).
Defence: Front Modified AG + PC+ Shield defence + Modifiers ([§57.2]) + Magic.
Defence: Rear or Flank Modified AG + Modifiers ([§57.2]) + Magic.
Defence: Stunned Modifiers ([§57.2]) + Magic.
Withdraw from close combat (D10 + total friendly Physical Strength - total hostile Physical Strength) ≥ 10.
Repulse a charge attack D10 ≥ prepared weapon Rank.
Stay conscious If EN ≤ 3, roll under (EN*WP).
Stun recovery (2 x WP) + current Fatigue.
Parry result D10 + evader's Rank - attacker's Rank.

3 or less: Successful parry; evader must pass next action. 4-7: Disarm, 1 EN damage. 8 or greater: Disarm plus a riposte; evader may melee attack, 1 EN damage.

 

57.4 Success Quality Table

Find your roll on the roll column. Look across to your success chance (SC or Def) and that column is your Attack Quality or Defence Quality.

Average Better Crucial Decisive Excellent Fantastic Average Better Crucial
Roll 1 2 3 4 5 6 Roll 1 2 3
1 1 2 3-4 5-100 101-200 201+ 51 51-125 126-250 251-500
2 2 3-5 6-10 11-110 111-210 211+ 52 52-127 128-255 256-510
3 3-5 6-10 11-20 21-120 121-220 221+ 53 53-130 131-260 261-520
4 4-7 8-15 16-30 31-130 131-230 231+ 54 54-132 133-265 266-530
5 5-10 11-20 21-40 41-140 141-240 241+ 55 55-135 136-270 271-540
6 6-12 13-25 26-50 51-150 151-250 251+ 56 56-137 138-275 276-550
7 7-15 16-30 31-60 61-160 161-260 261+ 57 57-140 141-280 281-560
8 8-17 18-35 36-70 71-170 171-270 271+ 58 58-142 143-285 286-570
9 9-20 21-40 41-80 81-180 181-280 281+ 59 59-145 146-290 291-580
10 10-22 23-45 46-90 91-190 191-290 291+ 60 60-147 148-295 296-590
11 11-25 26-50 51-100 101-200 201-300 - 61 61-150 151-300 -
12 12-27 28-55 56-110 111-210 211-310 - 62 62-152 153-305 -
13 13-30 31-60 61-120 121-220 221-320 - 63 63-155 156-310 -
14 14-32 33-65 66-130 131-230 231-330 - 64 64-157 158-315 -
15 15-35 36-70 71-140 141-240 241-340 - 65 65-160 161-320 -
16 16-37 38-75 76-150 151-250 251-350 - 66 66-162 163-325 -
17 17-40 41-80 81-160 161-260 261-360 - 67 67-165 166-330 -
18 18-42 43-85 86-170 171-270 271-370 - 68 68-167 168-335 -
19 19-45 46-90 91-180 181-280 281-380 - 69 69-170 171-340 -
20 20-47 48-95 96-190 191-290 291-390 - 70 70-172 173-345 -
21 21-50 51-100 101-200 201-300 - - 71 71-175 176-350 -
22 22-52 53-105 106-210 211-310 - - 72 72-177 178-355 -
23 23-55 56-110 111-220 221-320 - - 73 73-180 181-360 -
24 24-57 58-115 116-230 231-330 - - 74 74-182 183-365 -
25 25-60 61-120 121-240 241-340 - - 75 75-185 186-370 -
26 26-62 63-125 126-250 251-350 - - 76 76-187 188-375 -
27 27-65 66-130 131-260 261-360 - - 77 77-190 191-380 -
28 28-67 68-135 136-270 271-370 - - 78 78-192 193-385 -
29 29-70 71-140 141-280 281-380 - - 79 79-195 196-390 -
30 30-72 73-145 146-290 291-390 - - 80 80-197 198-395 -
31 31-75 76-150 151-300 - - - 81 81-200 201-400 -
32 32-77 78-155 156-310 - - - 82 82-202 203-405 -
33 33-80 81-160 161-320 - - - 83 83-205 206-410 -
34 34-82 83-165 166-330 - - - 84 84-207 208-415 -
35 35-85 86-170 171-340 - - - 85 85-210 211-420 -
36 36-87 88-175 176-350 - - - 86 86-212 213-425 -
37 37-90 91-180 181-360 - - - 87 87-215 216-430 -
38 38-92 93-185 186-370 - - - 88 88-217 218-435 -
39 39-95 96-190 191-380 - - - 89 89-220 221-440 -
40 40-97 98-195 196-390 - - - 90 90-222 223-445 -
41 41-100 101-200 201-400 - - - 91 91-225 226-450 -
42 42-102 103-205 206-410 - - - 92 92-227 228-455 -
43 43-105 106-210 211-420 - - - 93 93-230 231-460 -
44 44-107 108-215 216-430 - - - 94 94-232 233-465 -
45 45-110 111-220 221-440 - - - 95 95-235 236-470 -
46 46-112 113-225 226-450 - - - 96 96-237 238-475 -
47 47-115 116-230 231-460 - - - 97 97-240 241-480 -
48 48-117 118-235 236-470 - - - 98 98-242 243-485 -
49 49-120 121-240 241-480 - - - 99 99-245 246-490 -
50 50-122 123-245 246-490 - - - 100 - - -
1 2 3 4 5 6 1 2 '3'