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Community
General Tabletop Discussion
*TTRPGs General
Resolution mechanics with more complex results?
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<blockquote data-quote="Ilja" data-source="post: 6446554" data-attributes="member: 84300"><p>Didn't know how to title the post well. </p><p></p><p>I'm currently trying to make a homebrew 'mecha game, based on the BattleTech rules but streamlined and simplified a bit.</p><p></p><p> The game will use both to hit rolls and hit locations, and I'd prefer the same resolution mechanic to give a result to both.</p><p></p><p></p><p> In the normal BattleTech rules, you first roll 2d6 vs skill plus any difficulties (being good = having a low skill number) to hit, and if you hit you roll 2d6 to see where you hit from a table. I want to condence those two resolutions into one, though the same numbers and distributions don't need to be used.</p><p> I'd prefer it to be quickly and easily understandable for each roll, since there are going to be a lot </p><p></p><p></p><p> Currently, the only reasonable idea I've come up with is using a deck of cards, the numbers 1-10 of each suit. This means when you attack, you flip the top side of the card and the number shows your to-hit-roll (1d10 instead of 2d6) and the suit shows where you hit if you hit (from four different possible hit locations).</p><p> The system seems functional, though not beautiful (it could look quite decent with home-made customized cards though), and so I thought I'd ask here for suggestions/input.</p><p> So, what's your suggestions?</p><p> P.S. I realize you can roll the standard 2d6 and 2d6 at the same time, but since after that you will often have to roll 2d6 to determine if there's a critical hit and if that's the case 1d6 or 2d6 (depends on location) to determine what the crit does, it becomes a lot of different dice rolls with a lot of different color coding needed, and thus I'm looking at alternate options.</p></blockquote><p></p>
[QUOTE="Ilja, post: 6446554, member: 84300"] Didn't know how to title the post well. I'm currently trying to make a homebrew 'mecha game, based on the BattleTech rules but streamlined and simplified a bit. The game will use both to hit rolls and hit locations, and I'd prefer the same resolution mechanic to give a result to both. In the normal BattleTech rules, you first roll 2d6 vs skill plus any difficulties (being good = having a low skill number) to hit, and if you hit you roll 2d6 to see where you hit from a table. I want to condence those two resolutions into one, though the same numbers and distributions don't need to be used. I'd prefer it to be quickly and easily understandable for each roll, since there are going to be a lot Currently, the only reasonable idea I've come up with is using a deck of cards, the numbers 1-10 of each suit. This means when you attack, you flip the top side of the card and the number shows your to-hit-roll (1d10 instead of 2d6) and the suit shows where you hit if you hit (from four different possible hit locations). The system seems functional, though not beautiful (it could look quite decent with home-made customized cards though), and so I thought I'd ask here for suggestions/input. So, what's your suggestions? P.S. I realize you can roll the standard 2d6 and 2d6 at the same time, but since after that you will often have to roll 2d6 to determine if there's a critical hit and if that's the case 1d6 or 2d6 (depends on location) to determine what the crit does, it becomes a lot of different dice rolls with a lot of different color coding needed, and thus I'm looking at alternate options. [/QUOTE]
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Resolution mechanics with more complex results?
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