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Rules system

marli

First Post
Hi just been working on a super fast combat system and would like some assesment on issues and problems I might have.
the % table is in no way finalised although suggestions on possible layouts would be welcome.

the idea is its all the entire attack would be resolved from a single die roll with little or no maths mid combat.
the core of the idea is low percentages are prefered as the increase the chance to hit but higher percentages are ALSO prefered as they effect how much damage is done by an attack.
the high percentages represent complex attack that deal more damage.

attack skill is 1-100,
your weapon and attacks are ranked as: heal,none,stun,single wound,wound,super wound,maim,knockout,kill,vaporise

Roll D100
roll below your target.(attack skill minus/plus situational modifiers) to hit.
your damage is equal to your damage or weapon type.
if the single digit is a 0 damage is moved up one rank.
if you rolled over 25 damage is moved up as below.
00-25 0
25-50 +1
50-75 +2
75-90 +3
90-100 +4

damage types are as below
heal:your attacks are so useless you actually help you enemy(ice cream, thrown food)
none:your attack has no significant effect(pillows, shoving)
stun:you attack cause your enemy to difficult acting.(punches, tazer)
single wound:deal a single wound(chairs, forks)
wound:you deal the number of wounds on the single digit dice(0=10)(knives, swords)
super wound,you deal double the single digit damage(0=10)(shotguns, rifles)
maim,you damage a limb(rpg, assult rifles)
knockout;you cause the enemy to fall unconscious(sniper rifle, grenades)
kill:kill(dynamite)
vaporise:you destroy your enemies body(tack nuke, large explosives)
 
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Hi just been working on a super fast combat system and would like some assesment on issues and problems I might have.
the % table is in no way finalised although suggestions on possible layouts would be welcome.

...

roll below your target.(attack skill minus/plus situational modifiers) to hit.
your damage is equal to your damage or weapon type.

I went down this road once - I would steer away from using percentile if you want it to be fast. Reason being is the math.

Lets take the classic D&D +3 to hit. That is a bonus of 15% based on the d20. Walk around one day and ask people to add 3 to another number ranging from 1 to 20. Then walk around as ask them to add 15 to numbers like 37, 59, and 88. See if you notice a difference in how quick they resolve the numbers.

So look to see if a single die can do the job. If your results break out into 5% increments, then d20. If 10% increments, use a d10, etc.
 

d% roll where low rolls succeed, but the higher the # that succeeds the greater the damage. Is that right?

In addition you have an ordinal 11 results possible, many looking like a condition rather than loss of damage points. Are these conditions cumulative then or discrete?

Target numbers and die rolls can be modified due to the situation.
"your damage is equal to your damage or weapon type." This wasn't clear for me. Is damage part of the single d% roll?
Chance is used to increase damage or worsen the condition effects.

I agree with amerigoV that large numbers are generally more difficult to account for. Do you really need this level of granularity or could you get away with something else? Also, look at other d% games (roll low) like Rolemaster to get an idea of how they were designed.

Against current conventional wisdom I actually strongly urge people to steer clear of single roll systems. Dice rolls are when the outcome of your actions are no longer in your control. System play can work in conjunction with die rolls tailored to their needs. Then avoiding die rolls can be as much a part of the game as making them. Look at euro board games for examples of system design attempts to remove chance from games.
 

a few good points.
first let me clarify the confusions
d% roll where low rolls succeed, but the higher the # that succeeds the greater the damage. Is that right?
correct.
In addition you have an ordinal 11 results possible, many looking like a condition rather than loss of damage points. Are these conditions cumulative then or discrete?
yes...
stun stacks but does not cause wounds.
wounds stack, and when maxed out causes maiming
maiming stack and causes unconcious.
more maiming causes death.
wounds are like hp in adnd, just numbers on the path death
maiming is a lot more damaging, affecting your abilitys.
I agree with amerigoV that large numbers are generally more difficult to account for. Do you really need this level of granularity or could you get away with something else? Also, look at other d% games (roll low) like Rolemaster to get an idea of how they were designed.
I mean this to be reply to both posts.
I've struggled with this issue of complexity vs speed and i believe I have a viable system.
Yes the numbers issue does apply more in D% but I intend as that modifiers are applied to the target you are rolling againts, it will allow player to precalc those numbers BEFORE they roll meaning some can be calculated before combat, some in other players turns, I am attempting to move any and all maths to this side of the roll.
the single roll is on effect two rolls, the dice not only effects "To Hit" it also effects "To Wound".
the granularity is needed for this more than anything.
Rolemaster seems to do all the maths after the roll, the oppisite of what I want.
also my wound system is unintentionally close(wound=concusion,maim=crit) great minds think alike???

"your damage is equal to your damage or weapon type." This wasn't clear for me. Is damage part of the single d% roll?
no, your damage is defined by your weapon or attack, swords are in the above example "wound". If you attacked with a sword and hit you would by default deal a single wound.
If you attacked by punching you would by default stun your opponent.
 

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