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Community
General Tabletop Discussion
*TTRPGs General
Simplifying the Combat Rules
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<blockquote data-quote="Peterson" data-source="post: 2071752" data-attributes="member: 21431"><p>If you plan on using a "severity table", why not make it a single die roll - not seperate attack roll needed. For example,</p><p></p><p>Roll 1D20 (plus any modifiers) and get a result.</p><p></p><p>1 Reload/Weapon Jam</p><p></p><p>2-6 Miss</p><p></p><p>7-10 Grazed (-1 to all future die rolls)</p><p></p><p>11-15 Wounded (-2 to all future die rolls; culmative)</p><p></p><p>16-19 Crippled (1/2 speed, -4 to all future die rolls; special: If you get this result again, you're dead.)</p><p></p><p>20+ Dead.</p><p></p><p></p><p>Of course, area attacks now need changing as well. For example,</p><p></p><p>1 Dud</p><p></p><p>2-5 Grazed (Reflex save success = Miss)</p><p></p><p>6-19 Crippled (Reflex save success = Wounded result; Evasion ability turns a success into a total miss).</p><p></p><p>20+ Dead (Reflex save success = Crippled result; Evasion ability turns a success into a Grazed result).</p><p></p><p>This mechanic avoids the need for attack rollls, damage rolls, Hit Points, etc. If you want to show that one weapon is more powerful (or less so) than the standard, just have it add an Equipment bonus/penatly to the Severity Roll (for example, a .50 Light Fifty might do 1D20+3 severity, where as a pocket knife may do 1D20-3 severity). Hope this helps.</p><p></p><p></p><p>Peterson</p></blockquote><p></p>
[QUOTE="Peterson, post: 2071752, member: 21431"] If you plan on using a "severity table", why not make it a single die roll - not seperate attack roll needed. For example, Roll 1D20 (plus any modifiers) and get a result. 1 Reload/Weapon Jam 2-6 Miss 7-10 Grazed (-1 to all future die rolls) 11-15 Wounded (-2 to all future die rolls; culmative) 16-19 Crippled (1/2 speed, -4 to all future die rolls; special: If you get this result again, you're dead.) 20+ Dead. Of course, area attacks now need changing as well. For example, 1 Dud 2-5 Grazed (Reflex save success = Miss) 6-19 Crippled (Reflex save success = Wounded result; Evasion ability turns a success into a total miss). 20+ Dead (Reflex save success = Crippled result; Evasion ability turns a success into a Grazed result). This mechanic avoids the need for attack rollls, damage rolls, Hit Points, etc. If you want to show that one weapon is more powerful (or less so) than the standard, just have it add an Equipment bonus/penatly to the Severity Roll (for example, a .50 Light Fifty might do 1D20+3 severity, where as a pocket knife may do 1D20-3 severity). Hope this helps. Peterson [/QUOTE]
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