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A simple attack & damage system
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<blockquote data-quote="nnms" data-source="post: 6148657" data-attributes="member: 83293"><p>We haven't completely worked out what we might want to try for having the defender get double sixes or either of them getting double ones.</p><p></p><p></p><p></p><p>Basically, we want to be able to model the best possible hit. And the best possible hit is to get a dagger through the eyes and into the brain. </p><p></p><p></p><p></p><p>It's partially inspired by the Silouette/Silcore system from Dream Pod 9's games from 10+ years ago. In DP9's games, you multiplied your margin of success by the weapon's damage number, so it could get pretty high, pretty fast.</p><p></p><p></p><p></p><p>We started talking about exactly this. Don't have anything concrete yet.</p><p></p><p></p><p></p><p>In discussing this with the people who will actually be playing it, we figured out we should probably drop the third die and not bother figuring out which two are the highest and which two the lowest and instead have an opposed roll for PCs where the difference is added into the damage. So if Jorgi rolls a 7, has total combat bonuses of +1, that's an 8. The rebel rolls a 5 and has no fighting skill. So Jorgi's damage is 3 (the difference between 8 and 5) + his strength + the damage rating of the weapon.</p><p></p><p>If you roll double sixes on the attack, you ignore all armour. </p><p></p><p>We're leaning towards doing something similar to the armour rules from the 1985 game <em>Dragon Warriors</em>. It was only released in the UK and some commonwealth countries like Canada or New Zealand, so it's barely known in the US.</p><p></p><p>Basically the idea is that armours have a value and you have to roll to bypass it. The size of die you roll is based on how good a given weapon is at getting through armour (or if you want to go detailed, the specific type of armour in question). For example, a suit of plate and mail might be armour 5 and an early arquebis at close range might roll 1d12 and bypass it completely more than half of the time. You'd roll your weapon's armour bypass check when you rolled the attack for time saving reasons. If it's also a d6, make it a different colour than the two attack dice.</p><p></p><p></p><p></p><p>I like the idea of incorporating some sort of fighting distances back into weapons after they've been so horribly missing for such a long while. There's a reason pikemen in historical armies who shortened their pikes by even a small bit in order to make them lighter to march with were severely reprimanded.</p><p></p><p>I'm also going to try to do something similar with shields where the relatively untrained can hold them in place the best they can to get some cover, but true experts know how to wield them and how to use the various edges and surfaces for different effects in a fight.</p></blockquote><p></p>
[QUOTE="nnms, post: 6148657, member: 83293"] We haven't completely worked out what we might want to try for having the defender get double sixes or either of them getting double ones. Basically, we want to be able to model the best possible hit. And the best possible hit is to get a dagger through the eyes and into the brain. It's partially inspired by the Silouette/Silcore system from Dream Pod 9's games from 10+ years ago. In DP9's games, you multiplied your margin of success by the weapon's damage number, so it could get pretty high, pretty fast. We started talking about exactly this. Don't have anything concrete yet. In discussing this with the people who will actually be playing it, we figured out we should probably drop the third die and not bother figuring out which two are the highest and which two the lowest and instead have an opposed roll for PCs where the difference is added into the damage. So if Jorgi rolls a 7, has total combat bonuses of +1, that's an 8. The rebel rolls a 5 and has no fighting skill. So Jorgi's damage is 3 (the difference between 8 and 5) + his strength + the damage rating of the weapon. If you roll double sixes on the attack, you ignore all armour. We're leaning towards doing something similar to the armour rules from the 1985 game [I]Dragon Warriors[/I]. It was only released in the UK and some commonwealth countries like Canada or New Zealand, so it's barely known in the US. Basically the idea is that armours have a value and you have to roll to bypass it. The size of die you roll is based on how good a given weapon is at getting through armour (or if you want to go detailed, the specific type of armour in question). For example, a suit of plate and mail might be armour 5 and an early arquebis at close range might roll 1d12 and bypass it completely more than half of the time. You'd roll your weapon's armour bypass check when you rolled the attack for time saving reasons. If it's also a d6, make it a different colour than the two attack dice. I like the idea of incorporating some sort of fighting distances back into weapons after they've been so horribly missing for such a long while. There's a reason pikemen in historical armies who shortened their pikes by even a small bit in order to make them lighter to march with were severely reprimanded. I'm also going to try to do something similar with shields where the relatively untrained can hold them in place the best they can to get some cover, but true experts know how to wield them and how to use the various edges and surfaces for different effects in a fight. [/QUOTE]
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