Opposed Rolling Combat: Difference between revisions
(Trying to summarise the proposed changes and the variations in proposals - please add/correct any I have missed.) |
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: A successful and higher quality defence may result in a riposte. | : A successful and higher quality defence may result in a riposte. | ||
; Proposed Tabular results | ; Proposed Tabular results | ||
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table.OppTab { border: 1px solid #BBBBBB; border-radius: 2px; border-spacing: 1px; } | |||
table.OppTab th { text-align: center; } | |||
table.OppTab td { text-align: center; } | |||
table.OppTab .FF { background-color: #EEEEEE; } | |||
table.OppTab .A { background-color: #CCFFCC; } | |||
table.OppTab .B { background-color: #FFCCFF; } | |||
table.OppTab .C { background-color: #FFDDDD; } | |||
table.OppTab .D { background-color: #CCDDDD; } | |||
table.OppTab .E { background-color: #CCFFFF; } | |||
table.OppTab .F { background-color: #DDEEFF; } | |||
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{| class="OppTab" | | |||
|- | |- | ||
! Attack Cols<br>Defence Rows ! | ! Attack Cols<br>Defence Rows | ||
!class="FF" | Fumble/Fail | |||
!class="A" | A | |||
!class="B" | B | |||
!class="C" | C | |||
!class="D" | D | |||
!class="E" | E | |||
!class="F" | F | |||
|- | |- | ||
! Fumble | !class="FF" | Fumble/Fail | ||
| Miss || A Success || B Success || C Success || D Success || E Success || F Success | | Miss || class="A" | A Success || class="B" | B Success || class="C" | C Success || class="D" | D Success || class="E" | E Success || class="F" | F Success | ||
|- | |- | ||
! A | ! A | ||
| Miss || Miss || A Success || B Success || C Success || D Success || E Success | | Miss || Miss || class="A" | A Success || class="B" | B Success || class="C" | C Success || class="D" | D Success || class="E" | E Success | ||
|- | |- | ||
! B | ! B | ||
| Miss || Miss || Miss || A Success || B Success || C Success || D Success | | Miss || Miss || Miss || class="A" | A Success || class="B" | B Success || class="C" | C Success || class="D" | D Success | ||
|- | |- | ||
! C | ! C | ||
| Miss || Miss || Miss || Miss || A Success || B Success || C Success | | Miss || Miss || Miss || Miss || class="A" | A Success || class="B" | B Success || class="C" | C Success | ||
|- | |- | ||
! D | ! D | ||
| Miss || Miss || Miss || Miss || Miss || A Success || B Success | | Miss || Miss || Miss || Miss || Miss || class="A" | A Success || class="B" | B Success | ||
|- | |- | ||
! E | ! E | ||
| Riposte 1 || Miss || Miss || Miss || Miss || Miss || A Success | | class="A" | Riposte 1 || Miss || Miss || Miss || Miss || Miss || class="A" | A Success | ||
|- | |- | ||
! F | ! F | ||
| Riposte 2 || Riposte 1 || Miss || Miss || Miss || Miss || Miss | | class="C" | Riposte 2 || class="A" | Riposte 1 || Miss || Miss || Miss || Miss || Miss | ||
|} | |} | ||
; Proposed numerical resolution | ; Proposed numerical resolution |
Revision as of 04:13, 11 September 2013
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.
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)
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
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
- Guaranteed Spec Grev - as per Spec Grev except that you roll on the Spec Grev chart until you get a valid result for your weapon class.
F Success (6)
- Current
- Non-existent.
- Proposal 1
- Maximum EN damage, no EN Armour, and potential 'Spec. Grev.'
- Proposal 2
- Maximum EN damage, no EN Armour, and potential 'Spec. Grev.'
- Proposal 3
- Guaranteed Spec Grev as above, with the first damage dice automatically being 10
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.
- Proposed
- Results 3-6 (C - F) also cause bleeders
Armour Damage
- Current
- Potential Spec Grev results damage armour and reduce Protection by 2.
- Proposed
- Results 3-6 (C - F) also cause armour damage. C -1 AP, D -2 AP, E -3 AP, F -4 AP.
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 |
---|---|---|---|
Hand | 2 handed hafted or any pole | 2 x AG or drop carried items | 1 x AG or drop carried items |
Foot | Any, although GMs might exclude dagger and shield | 2 x MD or trip and fall prone | 1 x MD or trip and fall prone |
Head | 2 handed weapon or any C-class weapon | 2 x EN or be stunned | Automatically unconscious if any EN damage |
Close Combat
...