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<blockquote data-quote="Lilcamper" data-source="post: 8926029" data-attributes="member: 6887513"><p><strong><u>Scene 1</u></strong></p><p></p><p>PC climbs the wall (I didn't find anything on Climbing in EABA, so lets extrapolate from Shadowrun - needing 3 successes is like a challenging test, so lets test PC Climb skill versus Difficulty, or 9). she don't have the Climbing skill (mostly because when I did the scenes I didn't though it was necessary, so she is suffering the consequences of my metagaming...) so she rolls Agility (3d+2) -1d, or 2d+2.</p><p></p><p>The results are (3,4)+2 - 9, and she succeeds just so, cuts the wire and quickly, but silently, goes to lean on the nearby wall of the building. From there, she begins working on silently open the window. I ask for a Stealth check, as, unknow for her, there are two soldiers resting on the room she is trying to enter.</p><p></p><p>She has 5d+2 for sneaking, and rolls (6,5,6,6,3), selects 6,6 and 6, for a total of... 20. As the soldiers are not actively waiting for intruders, I assumed they "took 2" on their Awareness Roll of 2d+1, for a total Difficulty of 5. She easily beats it and starts opening the window. Of course, she could also use the same "take 2" rule, and set her result to 12, but were is the fun in that, right? We are here to use the rules!</p><p></p><p>Unfortunately, before she can open the window wide enough for her to enter, the decker tells her that the patrolling guard is almost at the corner of the building, and will get to her at any moment.</p><p>She don’t like needlessly killing people, but this is a high stakes mission, and she can’t afford to be detected, so she draws her silenced Ares Predator V (heavy pistol) and aims at about head level on the corner of the building. As soon as she levels her gun, the unlucky soldier enters her field of vision, and so she shoots!</p><p></p><p>The poor soldier has no chance of knowing what was waiting for him, let alone trying to dodge. PC has 4d+2 in Pistols Skill, there is no penalty for darkness, and the soldier appears 4 meters from her (Difficulty 7 on the Universal Chart), she aimed, reducing the Difficulty by 2 (Her pistol Acc of 1, +1 because of the Smartlink) to 5, and she is targeting the head, for +6 difficulty. She needs 11+.</p><p></p><p>She gets (6,2,5,1)+2 - 15, and is hitting the poor sod in the face. Now, normally you target the "Head" hit location, which is subdivided into face, skull and neck, and the helmet that the soldier is using protects his skull and neck. It is not written anywere on the book that you can't aim at the face (and ignore the helmet armor value) so I went with it.</p><p></p><p>Her pistol does 2d+2 lethal damage, she rolls (4,2)+2, for 8 points of damage, increase by +3 to 11 points of damage. Since it is higher than his Health, he must roll his Health, modified by -2d (as he crossed two hit points brackets) or be stunned. Since his Health is 8, for a roll of 2d+2, with the modifier he ends up at 0d+2, and thus fails, being stunned. He is also knocked out because he took more than Health points of damage in one attack, which is enough for our character. </p><p></p><p>Now, even though the pistol is silenced, and the sound is quieter than a normal shot, it still can be heard, so we rolled to see if the other soldiers (inside the room and on guard in the front of the building) heard anything.</p><p></p><p>The base Difficulty to hear something is based on the distance in the Universal Table. The soldiers inside the house are at about 4 meters, so they start at target number 7, while the soldier in front of the building is 8 meters away, for a starting number of 9. This difficulty is reduced by -2, because of the shot, and I give an extra increase of +2 for the soldiers inside the building to hear because of the interposing wall, so both groups of soldiers are at Difficulty 9.</p><p></p><p>Each one of them have Awareness 7 (2d+1), and, instead of rolling for both of those inside of the building, we can roll just one time, but with +2 for double the number of people, so they roll 3d+0.</p><p>Roll of the soldier in front of the building - (2,5)+1 - 8, Roll for both soldiers inside the building - (4,2,4) - 10. One of the parties would hear the gunshot, even though it was from a silenced firearm! The soldier didn't rolled that well, it is just that EABA, being a little on the simulationist side, don't treat silenced firearms as just a quiet whisper.</p><p></p><p>Nevertheless, for the scene to not differ that much from the base test, lets say that none of them actually bothered to check the noise, right?</p><p></p><p>Regardless of it, the same can’t be said about a guard dog that was hidden only 8 meters from PC - with a growl it lurched towards her!</p><p></p><p>Without thinking, PC drops her pistol, and draws her stun baton, she would never shoot a dog, even when it is intending on biting her hands off!</p><p></p><p>Now we will start a proper combat. Before describing it, there is some perks that I think that need to be told. In EABA you select both your Dodge and Initiative values at the start of the round, and, while they serve their function (Dodge makes you harder to hit, and Initiative makes you go first), they also function as a penalty for the character, so you have to compromise between being able to go first, being harder to hit, and being able to actually do something in combat!</p><p>Also, each turn of combat has an increased duration, with the first round being only 1 second long, the second being 2 seconds, and each turn after being two times as long as the first. After the first round, you have a bonus named "turn mod" which you can apply to your actions, indicating your focus in your turn. This was a very quick and simplified explanation, but I think it will be enough for the scenes.</p><p></p><p>The dog is 8 meters from her, and none of the sides are surprised. The dog will call 0 for initiative, while PC calls 1, raised to 2 because of her implant. She is first, and declares that she is holding a major action to attack the dog as soon as it is in her reach.</p><p></p><p>The dog then charges at her (a full out attack, so without the possibility of dodging), flaring its teeth, just as it is about to bite her, she acts, striking it with her stun baton. She attacks with her Melee skill of... none, because I forgot to give it to her... lets call that she have it at Agility, right? So she will be rolling 3d+2, -1 because of her Initiative, for a total of 3d+1</p><p>The base difficult to hit the dog is only 3, because it isn't defending itself, nor dodging, so an auto-success.</p><p></p><p>Still, she rolls (6,2,3)+1 - 12. For hit location, she rolls 3d6 and gets (5,2,3) - 10, a hit on the chest. There is no stun baton on the base game, but there is one in one of the settings books, and it does 3d+2 non-lethal damage, lets use that.</p><p>She then rolls damage (6,3,3)+2 - 14, a good result. With Will 7, the dog has Toughness 2, reducing this damage to 12. It has a total of 11 hit points, so it is knocked out unconscious. Ok, maybe it is realistic, but it was a bit of a bummer that a template called "vicious dog" ended up being really weak.</p><p></p><p>Just for testing sake, if the dog had bite her hand, it would deal 1d+2 half-lethal damage. As PC has 3d armor on her arms, it would ended up dealing no direct damage, with 2 points of stun damage being transmited to PC (2 points per full die of damage stopped by the armor), further reduced by toughness to 0, she would be unharmed, but maybe her armor would be a little damaged.</p><p></p><p>As soon as she knocks the dog down, she can hear the other soldiers noticing that something is wrong; even worse - there is sound coming from inside the building, through the window – there are more soldiers inside!</p><p></p><p><strong><u>End of scene 1</u></strong></p><p></p><p>We already are dealing with a lot less dice rolling than Shadowrun...</p></blockquote><p></p>
[QUOTE="Lilcamper, post: 8926029, member: 6887513"] [B][U]Scene 1[/U][/B] PC climbs the wall (I didn't find anything on Climbing in EABA, so lets extrapolate from Shadowrun - needing 3 successes is like a challenging test, so lets test PC Climb skill versus Difficulty, or 9). she don't have the Climbing skill (mostly because when I did the scenes I didn't though it was necessary, so she is suffering the consequences of my metagaming...) so she rolls Agility (3d+2) -1d, or 2d+2. The results are (3,4)+2 - 9, and she succeeds just so, cuts the wire and quickly, but silently, goes to lean on the nearby wall of the building. From there, she begins working on silently open the window. I ask for a Stealth check, as, unknow for her, there are two soldiers resting on the room she is trying to enter. She has 5d+2 for sneaking, and rolls (6,5,6,6,3), selects 6,6 and 6, for a total of... 20. As the soldiers are not actively waiting for intruders, I assumed they "took 2" on their Awareness Roll of 2d+1, for a total Difficulty of 5. She easily beats it and starts opening the window. Of course, she could also use the same "take 2" rule, and set her result to 12, but were is the fun in that, right? We are here to use the rules! Unfortunately, before she can open the window wide enough for her to enter, the decker tells her that the patrolling guard is almost at the corner of the building, and will get to her at any moment. She don’t like needlessly killing people, but this is a high stakes mission, and she can’t afford to be detected, so she draws her silenced Ares Predator V (heavy pistol) and aims at about head level on the corner of the building. As soon as she levels her gun, the unlucky soldier enters her field of vision, and so she shoots! The poor soldier has no chance of knowing what was waiting for him, let alone trying to dodge. PC has 4d+2 in Pistols Skill, there is no penalty for darkness, and the soldier appears 4 meters from her (Difficulty 7 on the Universal Chart), she aimed, reducing the Difficulty by 2 (Her pistol Acc of 1, +1 because of the Smartlink) to 5, and she is targeting the head, for +6 difficulty. She needs 11+. She gets (6,2,5,1)+2 - 15, and is hitting the poor sod in the face. Now, normally you target the "Head" hit location, which is subdivided into face, skull and neck, and the helmet that the soldier is using protects his skull and neck. It is not written anywere on the book that you can't aim at the face (and ignore the helmet armor value) so I went with it. Her pistol does 2d+2 lethal damage, she rolls (4,2)+2, for 8 points of damage, increase by +3 to 11 points of damage. Since it is higher than his Health, he must roll his Health, modified by -2d (as he crossed two hit points brackets) or be stunned. Since his Health is 8, for a roll of 2d+2, with the modifier he ends up at 0d+2, and thus fails, being stunned. He is also knocked out because he took more than Health points of damage in one attack, which is enough for our character. Now, even though the pistol is silenced, and the sound is quieter than a normal shot, it still can be heard, so we rolled to see if the other soldiers (inside the room and on guard in the front of the building) heard anything. The base Difficulty to hear something is based on the distance in the Universal Table. The soldiers inside the house are at about 4 meters, so they start at target number 7, while the soldier in front of the building is 8 meters away, for a starting number of 9. This difficulty is reduced by -2, because of the shot, and I give an extra increase of +2 for the soldiers inside the building to hear because of the interposing wall, so both groups of soldiers are at Difficulty 9. Each one of them have Awareness 7 (2d+1), and, instead of rolling for both of those inside of the building, we can roll just one time, but with +2 for double the number of people, so they roll 3d+0. Roll of the soldier in front of the building - (2,5)+1 - 8, Roll for both soldiers inside the building - (4,2,4) - 10. One of the parties would hear the gunshot, even though it was from a silenced firearm! The soldier didn't rolled that well, it is just that EABA, being a little on the simulationist side, don't treat silenced firearms as just a quiet whisper. Nevertheless, for the scene to not differ that much from the base test, lets say that none of them actually bothered to check the noise, right? Regardless of it, the same can’t be said about a guard dog that was hidden only 8 meters from PC - with a growl it lurched towards her! Without thinking, PC drops her pistol, and draws her stun baton, she would never shoot a dog, even when it is intending on biting her hands off! Now we will start a proper combat. Before describing it, there is some perks that I think that need to be told. In EABA you select both your Dodge and Initiative values at the start of the round, and, while they serve their function (Dodge makes you harder to hit, and Initiative makes you go first), they also function as a penalty for the character, so you have to compromise between being able to go first, being harder to hit, and being able to actually do something in combat! Also, each turn of combat has an increased duration, with the first round being only 1 second long, the second being 2 seconds, and each turn after being two times as long as the first. After the first round, you have a bonus named "turn mod" which you can apply to your actions, indicating your focus in your turn. This was a very quick and simplified explanation, but I think it will be enough for the scenes. The dog is 8 meters from her, and none of the sides are surprised. The dog will call 0 for initiative, while PC calls 1, raised to 2 because of her implant. She is first, and declares that she is holding a major action to attack the dog as soon as it is in her reach. The dog then charges at her (a full out attack, so without the possibility of dodging), flaring its teeth, just as it is about to bite her, she acts, striking it with her stun baton. She attacks with her Melee skill of... none, because I forgot to give it to her... lets call that she have it at Agility, right? So she will be rolling 3d+2, -1 because of her Initiative, for a total of 3d+1 The base difficult to hit the dog is only 3, because it isn't defending itself, nor dodging, so an auto-success. Still, she rolls (6,2,3)+1 - 12. For hit location, she rolls 3d6 and gets (5,2,3) - 10, a hit on the chest. There is no stun baton on the base game, but there is one in one of the settings books, and it does 3d+2 non-lethal damage, lets use that. She then rolls damage (6,3,3)+2 - 14, a good result. With Will 7, the dog has Toughness 2, reducing this damage to 12. It has a total of 11 hit points, so it is knocked out unconscious. Ok, maybe it is realistic, but it was a bit of a bummer that a template called "vicious dog" ended up being really weak. Just for testing sake, if the dog had bite her hand, it would deal 1d+2 half-lethal damage. As PC has 3d armor on her arms, it would ended up dealing no direct damage, with 2 points of stun damage being transmited to PC (2 points per full die of damage stopped by the armor), further reduced by toughness to 0, she would be unharmed, but maybe her armor would be a little damaged. As soon as she knocks the dog down, she can hear the other soldiers noticing that something is wrong; even worse - there is sound coming from inside the building, through the window – there are more soldiers inside! [B][U]End of scene 1[/U][/B] We already are dealing with a lot less dice rolling than Shadowrun... [/QUOTE]
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