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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.