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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: 6446609" data-attributes="member: 84300"><p>Preferably I want to minimize the amount of charts; the vanilla rules are basically "Charts & Tables, Tabletop Accounting in the 31st Century" (or well, not that bad, but it certainly has a component of it).</p><p></p><p>Right now, I'm considering keeping the 4 hit sections, and using customized d6's, painted in various colors.</p><p>2 sides are black, for body.</p><p>2 sides are white, for legs.</p><p>1 side is green, for right/starboard.</p><p>1 side is red, for left/port.</p><p>I'll buy empty white dice at the local sci fi store, and paint them myself.</p><p></p><p>When making a check, you roll a number of dice equal to your skill (default is four, a veteran would have 5 and a greenie 3, having 6 would be awesome) plus/minus dice depending on modifiers; short range is +1 dice, long range is -1 dice, having jumped is -1 dice and so on.</p><p></p><p>If you get a pair with the same color, you hit that location. If you get several pairs, you may choose which hit to use. If you roll four of the same color, it's an automatic critical (as is any hit that damages the internal structure past the armor). For critical hits, you roll a standard d6 and consult a critical slot chart. Since this is a numbered dice, it can be rolled together with the color dice and just ignored if it isn't a critical.</p><p></p><p>I really think this might be a great solution. It requires minimal math - just determining the dice pool size using a short list of common modifiers.</p><p></p><p>Though I might have to adjust the color coding to open up to people with issues of differenting red/green from each other. Though I really like the starboard/port solution, since it's easy to remember and makes the 'mechs feel like ships ^^</p></blockquote><p></p>
[QUOTE="Ilja, post: 6446609, member: 84300"] Preferably I want to minimize the amount of charts; the vanilla rules are basically "Charts & Tables, Tabletop Accounting in the 31st Century" (or well, not that bad, but it certainly has a component of it). Right now, I'm considering keeping the 4 hit sections, and using customized d6's, painted in various colors. 2 sides are black, for body. 2 sides are white, for legs. 1 side is green, for right/starboard. 1 side is red, for left/port. I'll buy empty white dice at the local sci fi store, and paint them myself. When making a check, you roll a number of dice equal to your skill (default is four, a veteran would have 5 and a greenie 3, having 6 would be awesome) plus/minus dice depending on modifiers; short range is +1 dice, long range is -1 dice, having jumped is -1 dice and so on. If you get a pair with the same color, you hit that location. If you get several pairs, you may choose which hit to use. If you roll four of the same color, it's an automatic critical (as is any hit that damages the internal structure past the armor). For critical hits, you roll a standard d6 and consult a critical slot chart. Since this is a numbered dice, it can be rolled together with the color dice and just ignored if it isn't a critical. I really think this might be a great solution. It requires minimal math - just determining the dice pool size using a short list of common modifiers. Though I might have to adjust the color coding to open up to people with issues of differenting red/green from each other. Though I really like the starboard/port solution, since it's easy to remember and makes the 'mechs feel like ships ^^ [/QUOTE]
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Resolution mechanics with more complex results?
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