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"Better" Combat Systems in RPGs - Feedback Welcome!
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<blockquote data-quote="Bilharzia" data-source="post: 8079519" data-attributes="member: 6970322"><p>Ah ok, I can see what you're doing with humans, but it doesn't work so well outside of humanoid locations, and it starts to meta-game the mechanics. From what I've seen WFRP fudges hit locations a bit beyond the humanoid body type and multiplying the d20 locations is not going to work because you will still get a small number of values to compare to a 01-00 roll. There are about 18 body types at last count! There's nothing sacred about the d20 it's just that the creature locations are already there. I suppose you could re-calculate the d20 tables and create new d100 tables for all those body types.</p><p></p><p>There are also easy wins with the d20 in that mounted warriors use 10+1d10 for rolling hit locations vs bipedal creatures since the higher values represent higher parts of the body, equally you can use just a d10 for giants, this works for elevated and depressed locations, although this trick itself is prone to humanoid-ish limitations.</p><p></p><p>The biggest issue for me is that there's a problem that came up with the old style of rolling from RQ2&3 which is the "roll all your dice at once" this means grabbing the percentile dice, the d20 hit location and the damage dice and making a single roll. This works great when you don't have special effects, which you didn't have in older RuneQuest but which you do have in RQ6/Mythras, it effectively breaks the way Special Effects work because it starts to meta-game choosing special effects (since you know hit location and damage immediately).</p><p></p><p>If you're using your hit location method, you now know the location struck as soon as you have made the skill roll. This means that you know if you need to use Choose Location or not. So if a defender is warding, using RAW the attacker has to use choose location to get through the ward, but if they know they have not hit the warded location they can now choose a more potent Special Effect if they know they are not going to hit the shield. When we tried the all-dice-at-once it felt like this came up too much, and it broke the combat resolution, it's worse when you include the damage dice.</p><p></p><p>If you don't care about the meta-gaming, having to convert all the non-human locations to d100 doesn't seem like a good bet to me because of the work involved for not much gain and some extra problems! These days most of my games are also online through roll20, which has the hit location charts built into the Mythras character sheet.</p></blockquote><p></p>
[QUOTE="Bilharzia, post: 8079519, member: 6970322"] Ah ok, I can see what you're doing with humans, but it doesn't work so well outside of humanoid locations, and it starts to meta-game the mechanics. From what I've seen WFRP fudges hit locations a bit beyond the humanoid body type and multiplying the d20 locations is not going to work because you will still get a small number of values to compare to a 01-00 roll. There are about 18 body types at last count! There's nothing sacred about the d20 it's just that the creature locations are already there. I suppose you could re-calculate the d20 tables and create new d100 tables for all those body types. There are also easy wins with the d20 in that mounted warriors use 10+1d10 for rolling hit locations vs bipedal creatures since the higher values represent higher parts of the body, equally you can use just a d10 for giants, this works for elevated and depressed locations, although this trick itself is prone to humanoid-ish limitations. The biggest issue for me is that there's a problem that came up with the old style of rolling from RQ2&3 which is the "roll all your dice at once" this means grabbing the percentile dice, the d20 hit location and the damage dice and making a single roll. This works great when you don't have special effects, which you didn't have in older RuneQuest but which you do have in RQ6/Mythras, it effectively breaks the way Special Effects work because it starts to meta-game choosing special effects (since you know hit location and damage immediately). If you're using your hit location method, you now know the location struck as soon as you have made the skill roll. This means that you know if you need to use Choose Location or not. So if a defender is warding, using RAW the attacker has to use choose location to get through the ward, but if they know they have not hit the warded location they can now choose a more potent Special Effect if they know they are not going to hit the shield. When we tried the all-dice-at-once it felt like this came up too much, and it broke the combat resolution, it's worse when you include the damage dice. If you don't care about the meta-gaming, having to convert all the non-human locations to d100 doesn't seem like a good bet to me because of the work involved for not much gain and some extra problems! These days most of my games are also online through roll20, which has the hit location charts built into the Mythras character sheet. [/QUOTE]
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