A closer look at DEFENSE in ranged combat: is it too high?

How should DEFENSE be adjusted?

  • DEFENSE is too LOW. It needs to be more difficult to hit a target.

    Votes: 1 50.0%
  • DEFENSE is about right.

    Votes: 0 0.0%
  • DEFENSE is too HIGH. It needs to be easier to hit a target.

    Votes: 1 50.0%

Morrus

Well, that was fun
Staff member
This post looks primarily at RANGED combat. Melee combat will be getting a largish update before the Kickstarter, using the combat tricks rules from O.L.D. along with some clarifications. This is to determine what adjustments need to be made the DEFENSE value based on playtest experience. This is one of the most vital numerical values to get right in the system, and will be revisited again and again.

One thing that gets tweaked with every playtest update is the DEFENSE score. It's been a variety of values. Right now it is 10 + (2 x AGILITY), plus modifiers for size. An attacker rolls the dice pool created by his AGILITY and any relevant skill, and adds bonus dice for:


  • Luck (+ up to LUCK score in d6s)
  • Equipment (up to +5d6)
  • Aiming (+2d6)
  • Crossfires (up to +3d6)
  • One exploding dice
  • Height advantage (+1d6)
  • Pinned down (+1d6 per round)

Applying no modifiers, an average human with no skills attacking another average human with no skills rolls 3d6 (avg 10.5) vs. 18 normally, and 5d6 (avg. 17.5) vs. 18 if he aims. So he'll usually miss on a snapshot, but hit half the time on a careful shot, assuming he doesn't add anything for luck, equipment, or position, and assuming the dice doesn't explode.

Now, there's a LOT you can stack onto that. Realistically (at least after his first couple of encounters) he should have a high quality weapon, will know to position himself, and use LUCK occasionally. So it won't be uncommon to see that same average human with no skills roll 7d6 (avg. 24.5) vs. 18 normally and 9d6 (avg 31.5) vs. 18 if he aims. So he's going to be hitting another average human with no skills pretty much all the time, unless that target takes cover or puts some range between them. The following things can significantly reduce the attacker's chance of hitting:


  • Cover (-2d6)
  • Suppressive fire (-2d6)
  • Deadly shot (-2d6 per +1d6 damage -- this is what you use to bypass armor SOAK; you use your accuracy)
  • Prone target (-1d6)

Now, that's an average human with no skills. A starting character. Some characters will have significantly higher scores, and advanced characters can have AGILITY attributes of 10 or so, multiple ranks in combat skills, and very high quality equipment. A not unusual dice pool for an advanced but not super-legendary character could be 6d6 (AGI 10) + 2d6 (skills) + 3d6 (equipment) +2d6 (aiming) +1d6 (LUCK) + 1d6 (positional) giving a total of 15d6, or an average roll of 52.5. That's a roll that hits an AGILITY 21 creature half the time.

So, with all that in mind, and considering that actual playtest experience outweighs theory massively, how do you think the DEFENSE value needs to be adjusted?
 

log in or register to remove this ad

I've got a page of feedback from last night's session that I'm typing up, defense is on the list. I don't know that I'd characterize it as across-the-board too high (though that's how I voted) but it certainly seems too high at times and too low at times. More to follow.
 

I've got a page of feedback from last night's session that I'm typing up, defense is on the list. I don't know that I'd characterize it as across-the-board too high (though that's how I voted) but it certainly seems too high at times and too low at times. More to follow.

That sounds like "swingy" -- which is something else I plan to tackle separately. One strong influence on that can be stacking limits on bonuses, which bring attack rolls into a tighter band.
 


Bringing these numbers into a tighter band and then balancing around that would be an excellent update IMO.

The quick fix for that is to simply say bonus types don't stack - you use the highest. That has the side effect of reducing tactical play, though, as you're only going to benefit from one type of advantage.

At that point, DEFENSE would need to be calculated much like an opposed roll. So you'd be looking at [(AGI/2)+1]*3.5. That feels a little clumsy, but it would achieve that goal.

An average human (AGI 4) would therefore have a DEFENSE of 10.5. Which is also the exact average of 3d6, of course - the roll that an AGI 4 person makes to hit that target. So it looks a bit like this:

[TABLE="class: grid, width: 90%, align: center"] [TR] [TD]AGILITY
[/TD] [TD="align: center"]1
[/TD] [TD="align: center"]2
[/TD] [TD="align: center"]3
[/TD] [TD="align: center"]4
[/TD] [TD="align: center"]5
[/TD] [TD="align: center"]6
[/TD] [TD="align: center"]7
[/TD] [TD="align: center"]8
[/TD] [TD="align: center"]9
[/TD] [/TR] [TR] [TD]DEFENSE[/TD] [TD="align: center"]4[/TD] [TD="align: center"]7[/TD] [TD="align: center"]7[/TD] [TD="align: center"]11[/TD] [TD="align: center"]11[/TD] [TD="align: center"]14[/TD] [TD="align: center"]14[/TD] [TD="align: center"]18[/TD] [TD="align: center"]18[/TD] [/TR] [/TABLE]
(the same formula is (AGI+1)*1.75 -- still a little clumsy but we can squeeze a little more granularity out of that):

[TABLE="class: grid, width: 90%, align: center"] [TR] [TD]AGILITY
[/TD] [TD="align: center"]1
[/TD] [TD="align: center"]2[/TD] [TD="align: center"]3[/TD] [TD="align: center"]4[/TD] [TD="align: center"]5[/TD] [TD="align: center"]6[/TD] [TD="align: center"]7[/TD] [TD="align: center"]8[/TD] [TD="align: center"]9[/TD] [/TR] [TR] [TD]DEFENSE[/TD] [TD="align: center"]4[/TD] [TD="align: center"]6[/TD] [TD="align: center"]7[/TD] [TD="align: center"]9[/TD] [TD="align: center"]11[/TD] [TD="align: center"]13[/TD] [TD="align: center"]14[/TD] [TD="align: center"]16[/TD] [TD="align: center"]18[/TD] [/TR] [/TABLE]
Of course, we can make the aesthetic choice to even that spread out slightly (since we're rounding it's not flat) and hide the math behind a pretty table.

All of this, of course, requires that the bonuses be dialed right back. And LUCK and the exploding dice make those values effectively lower. When is your next playtest session, Lucas? A week away?
 
Last edited:

Remove ads

Top