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Monday, November 5, 2007

Summary of the New System

The following is a summary of agreed proposals:

> INITIATIVE
> GREEN ROUND
> RED ROUND
> COMBAT
> SHOOTING

Click on comments to read full details:

Wednesday, October 24, 2007

Continued Conundrums

This section is reserved for foreseen problems and possible solutions. Comments must reflect Ron's revised combat system.

Friday, October 19, 2007

Initiative

This section is regarding the tools related to Initiative either in combat-oriented initiative or non-combat initiative rolls.

Sunday, October 7, 2007

The Five Levels

We have got pretty attached to the Five-Level system that Ron created a few years back. But, I believe it needs a simple revision that will actually make it easier to formulate different gaminig tools. The original levels were categorized as Novice (lvl 1), Trained (lvl 2), Skilled (lvl 3), Expert (lvl 4), and Master (lvl 5). This seems simple when we keep it at this level, but I have always had a problem with the way we convert each level to a die (i.e. 1=d4, 2=d6, 3=d8, etc.) I propose that we add a level beneath Novice (possibly Inept or Unskilled). This new category becomes level 1, thus increasing the previous levels by one (Novice = lvl 2; Trained = lvl 3; etc.) What this does is allow for easier conversions that can be taught more easily to newbies to RPG. A dice conversion is simply twice the level (lvl 3 = d6, lvl 6 = d12, etc.)

Level three would still be the average skill level, but now it will be Trained and be represented by a d6. This allows for more improvements during gameplay. The d4 represents a skill or attribute that is slightly below average. The new category is represented by a d2 (odd or even); this skill level is definitely below average, almost impaired.

I am willing to bet that if we start to use these conversions we will find less complexities and will begin to come to more agreements.

Friday, October 5, 2007

Burst Attacks

Here are some logistical rule regarding attacks where more than one projectile is fired at a fast rate:
1.)The rate of fire (the # of bullets a gun can shoot per second) is not the only thing that affects the effectiveness of a semi- to fully-automatic weapon. In reality, what is important is the concentration of bullets in a given area. Rate of fire plays a part in increasing the concentration, but if that rate of fire was trying to cover an area too large then the concentration of fire will decrease.
2.)The Concentration of fire affects two things. First, it determines the likelihood that a target will be hit by the barrage of fire. Second, it plays a part in determining how many times that target is hit. A high Concentration means that it is more likely a target within the area of fire will be hit and that each target will be hit multiple times.
3.)One proposed way to determine Concentration of fire is to take the rate of fire and SUBTRACT the area the shooter is trying to cover. This could be either right to left, up and down, or both. Every 2 ft equals one unit of area. [Example: Gunman #1 is trying to shoot four opponents with a tommy gun; there is a space of four feet between the center of every opponent (for a total distance of about 12 feet, or 6 units); the rate of fire of the tommy gun is 10 bullets/second; this means the the total concentration of fire is 4 (10 MINUS 6). This means that all of the opponents need to roll above a four to not be hit.]
4.)To determine the number of hits on a target, divided the concentration of fire by the defense roll/dodge of the hit target, always rounding down. In other words using the example above, let's say that each of the four opponents roll the following: 4, 3, 2, and 1. Remember that the defense roll needs to be better than the concentration, so the four still gets hit one time. The three also is hit one time (4÷3=1, when rounded down). The two gets hit with two bullets (4÷2=2). And the one gets hit with FOUR bullets (4÷1=4) ¡OUCH! (NOTE: The rate of fire should also determine how often the targets should roll defense per melee round)
5.)The length of time a target remains in the concentration or field of fire also plays a part with the likelihood of being hit multiple times. Some hits might cause a character to freeze do to pain or surprise. This causes them to be trapped in the line of fire! Conversely, if a target is on the edge of the area of fire they can more easily leave, thus spending less time in the concentration.
6.)A shooter can only change the area of fire at the beginning of the round. In other words, a burst attack will take up the entire round. If firing ceases before the end of the melee round then the concentration would also be reduced proportionally (Half of the melee round equals half of the concentration, etc.)
7.)Direction of Movement of a target can change the concentration for that individual target. Remember that the concentration of bullets coming out of a sweeping machine gun theoretically form a triangle, where the point of the triangle is at the barrel of the gun. The concentration is highest at that point. The concentration begins to trail off as a target moves away from the point of fire. So, if a target moves away from the shooter there should be a bonus given. While moving directly towards the shooter (while still in the area of fire) should have some penalty.

Monday, September 24, 2007

Combat with a Long-Ranged Weapon

Kregg said...

Anyway, Projectile Combat would be very similar; but first, you must ask yourself "What are the factors when you shoot/throw an object at an opponent?" Distance, Size, Movement, & Cover, right? The Attacker would still roll an Attribute Die & a Skill Die and add the shooting-distance-bonus (shotgun = +1, pistol = +2, rifle = +3, sniper rifle = +4, long-range artillery = +5, etc.). The Attacker must roll above the Distance, Movement, and Cover (AR); Defender will simply roll his Attribute Die to dodge, and add/subtract his Size bonus/penalty (depending on how big/small the Defender is). Here's what a Projectile Combat scenario would look like:
Conrad the Crossbowman's Attribute Die is a D6, his Crossbow Skill is D10, and his weapon's distance bonus is +2. His target is Ronny the Rogue--size level 7 (5 = an average 6' man, so he's a pretty BIG man) , running out in the open, wearing 30% armor (AR = +3). His Size gives him a -2 to dodge (2 above the average level of 5), but his AR gives him a +3. So, Conrad measures out the distance: 40 yards; plus, Ronny is running at a movement level of 3. Conrad must therefore roll above 7 (4 [40 yards] + 3 = 7), rolling his 2 dice (the Attribute Die & the Crossbow Skill Die). Ronny rolls his dodge with his Attribute Die (1 die), -2 (size level), & +3 AR (30% Armor Cover). [By the way, 100% Armor Cover would be +10 AR--"armor rating"; a roll above the AR means that the projectile hit the wearer somewhere where it didn't cover the wearer; a roll above the dodge, but below the AR means that it only hit the Armor, hence damaging the armor---any damage inflicted above the armor's penetration factor (PF) will go right through the armor and hurt the wearer; a roll below the dodge roll means that the projectile totally missed, doing no damage to both the armor and the wearer.]

Fortuity in Combat

Okay, Kregg brought up a good theory. Good Fortune should produce better combat rolls or outcomes, right? Kregg proposed to have it included in an Attribute Die (a combat die that includes Initiative, Coordination and Fortuity). Is this the only way to use the tool called Fortuity in combat? What other ideas can we come up with?

Wednesday, September 19, 2007

Damage in the Five-Point System

We have stated many times before that War Combat and Hero (or RPG) Combat have different rules but use similar tools. After considering this a bit, I came to the conclusion that War Combat is not concerned with moments in particular battles (i.e. Hakila the dwarf swings his halberd down on the goblins shoulder and give a hard pull, catching the fiend off balance; with a leaping twisting axe-kick, Hakila knocks the goblin to his knees; Hakila recovers, swinging the halberd in a fluid motion into the goblins exposed back; etc.) NO!! War is about outcomes! So, damage should be done a bit differently in Wartime as opposed to RPG-time. Here is a proposed Five-Point Damage system:

  1. Unphased: The victim receives no obvious or immediate effects from the amount of damage. (1 point of Damage)*
  2. Stunned: The victim is unable to move or attack for one turn due to the immediate effects of pain caused by the amount of damage. (2 points of Damage)*
  3. Injured: The victim is Stunned and receives minus one (-1) to all combat actions until wounds are mended. (3 points of Damage)*
  4. Bleeding: The victim's wounds are open and issuing blood; victim will faint from loss of blood in the X amount of turns equal to victim's Endurance attribute. Victim experiences effects of immediate pain (Stunned) and receives minus two (-2) to all combat actions. (4 points of Damage)*
  5. Destroyed: Victim succumbs completely to the effects of his wound(s) falling to the ground incapacitated. (5 points of Damage)*
*Obviously this system is only for living units (i.e. Humans). Also, not every unit will have the capacity to be damaged five times. Weaker units will simply be Destroyed on the first hit. Others might be Injured with the first hit. Which damage effect a unit will receive on the first hit will depend on two factors. First, the Endurance (Toughness) of the unit. Second, the amount of damage received. Damage will typically be one through five, but can be more for more powerful weapons.

Tuesday, September 18, 2007

Combat Flow Chart: Fencing

Ron asked me to make a flow chart that mapped out what happens in a Fencing match. After attempting to make a flow chart I came to some basic conclusions. Here is the basic flow of action first:
  1. Opponents face off
  2. One opponent (Combatant A) will advance with an attack (usually a lunge or an advanced lunge)
  3. The other opponent (Combatant B) has to defend. [This is a formality in official Fencing. This rule tries to represent a real combat scenario where the weapons are deadly. In a real fight, combatant B most likely will be stabbed if he tries to counter immediately with an opposing attack without any type of defense.] His defense usually consists of two simultaneous actions; first, he steps back to increase the distance and provide more reaction time; second, he uses his own sword to parry.
  4. If the parry is successful, then Combatant B is now in a position to attack, which is called the reposte (basically a counterattack). An unsuccessful parry does not necessarily mean the attack was successful (the step back could have been enough to evade the attack). If the parry in fact is unsuccessful, Combatant A still has the opportunity to pursue attacking.
Conclusions:
  1. When battling with real weapons, where one hit can potentially kill you, simultaneous attacks do not happen!!! (This is a big knock to the Simultaneous-Bridge Theory) A fist-fight or wrestling/grappling would be a better model for the aforementioned theory, because a single hit does not kill (typically).
  2. The attacker has the potential to attack repeatedly if not correctly parried. This means that the parry is more than just blocking or deflecting an attack. A parry is a way to gain the advantage. Basically, it is keeping your sword/foil in the inside or on top of the opponent's sword.