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<blockquote data-quote="marli" data-source="post: 5893919" data-attributes="member: 86402"><p>Hi just been working on a super fast combat system and would like some assesment on issues and problems I might have.</p><p>the % table is in no way finalised although suggestions on possible layouts would be welcome.</p><p></p><p>the idea is its all the entire attack would be resolved from a single die roll with little or no maths mid combat.</p><p>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.</p><p>the high percentages represent complex attack that deal more damage.</p><p></p><p>attack skill is 1-100,</p><p>your weapon and attacks are ranked as: heal,none,stun,single wound,wound,super wound,maim,knockout,kill,vaporise</p><p></p><p>Roll D100</p><p>roll below your target.(attack skill minus/plus situational modifiers) to hit. </p><p>your damage is equal to your damage or weapon type.</p><p>if the single digit is a 0 damage is moved up one rank.</p><p>if you rolled over 25 damage is moved up as below.</p><p>00-25 0</p><p>25-50 +1</p><p>50-75 +2</p><p>75-90 +3</p><p>90-100 +4</p><p></p><p>damage types are as below</p><p>heal:your attacks are so useless you actually help you enemy(ice cream, thrown food)</p><p>none:your attack has no significant effect(pillows, shoving)</p><p>stun:you attack cause your enemy to difficult acting.(punches, tazer)</p><p>single wound:deal a single wound(chairs, forks)</p><p>wound:you deal the number of wounds on the single digit dice(0=10)(knives, swords)</p><p>super wound,you deal double the single digit damage(0=10)(shotguns, rifles)</p><p>maim,you damage a limb(rpg, assult rifles)</p><p>knockout;you cause the enemy to fall unconscious(sniper rifle, grenades)</p><p>kill:kill(dynamite)</p><p>vaporise:you destroy your enemies body(tack nuke, large explosives)</p></blockquote><p></p>
[QUOTE="marli, post: 5893919, member: 86402"] 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) [/QUOTE]
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