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<blockquote data-quote="MacConnell" data-source="post: 7559358" data-attributes="member: 6855223"><p>After motioning to the others of the location of the hidden lizards, <strong><span style="color: #008000">Trollick</span></strong> draws his heavy pistol and fires at the one within the tree.[ooc]Reaction: 67, Pistol 73[/ooc]</p><p>[sblock=Reaction]Readiness (Combat) + Impetus (Commercial) + Clarity (Collegiate) + d100 - Armor Hindrance[/COLOR]</p><p>Reaction Time is a numeric value for mental and physical preparedness for action. This is the first calculation in a combat sequence as it determines the order of attackers and is generally only figured once at the beginning of any combat situation. Reaction time may be further modified if a character or creature is injured or otherwise impeded at the start of combat. Loss of Body or Mind reduces the final Reaction Time by 10 for every 1 point lost. For example, if a character had lost 2 points of Body before combat initiated, his total reaction time would be reduced by 20.</p><p><strong><span style="color: #008000">Trollick</span></strong>: 17 + 13 + 19 + 67 = 126 - 50 = 76[/sblock]</p><p>[sblock=Speed of Action]Reaction Time - Hindrance[/COLOR]</p><p>Though Reaction Time is a numeric value for mental and physical preparedness for action, a character who is able to think the fastest may not necessarily be able to act the fastest, especially if wielding a large weapon. This hindrance is determined by many factors that are quantified under their respective descriptions, such as weapons, movement, and manipulating Way. Like Reaction Time, Speed of Attack is further modified in the same manner if a character or creature is injured or otherwise impeded. After each action, the Hindrance is subtracted again from the previous total to continue the numeric sequence for the next action, unless the character or creature is fighting with two weapons; in which case, Hindrance for the weapon halved. Subsequent actions have a minimum hindrance of half a second or 50 tics, even is halving a weapon's hindrance would be less.</p><p><strong><span style="color: #008000">Trollick</span></strong>: 76 - 50(pistol) = 26[/sblock]</p><p>[sblock=Movement]The average human brain in real life can perform 5 conscious actions in 1 second, making the normal reaction time 1/5 of or .2 seconds, which corresponds to 20 of 100 tics in the game.</p><p></p><p>Movement as it is figured into timing: Motility = max strides / second(100 tics)</p><ul> <li data-xf-list-type="ul">From a standing position, 1 stride = 50 tics, 1 pace = 100 tics</li> <li data-xf-list-type="ul">Second motion, 2 paces = 100</li> <li data-xf-list-type="ul">Third motion, 4 paces = 100</li> <li data-xf-list-type="ul">Forth motion, 6 paces = 100...</li> <li data-xf-list-type="ul">The maximum = Motility Score in paces / 100 tics</li> </ul><p>This should seem reasonable that an arm length sword has a hindrance of 100, meaning that it takes 1 second to effectively swing the sword from a resting position. Fighting with two weapons simultaneously halves the weapon hindrances after the initial swing, though a minimum hindrance of 50 is always required for functional mechanics.[/sblock]</p><p>[sblock=Firearm Assault]Launch (Combat) + Precision (Commercial) + Clarity Collegiate) + d100 +/- range - cover</p><p>Once Speed of Action is determined, the character or creature may choose to launch a projectile at his opponent. Whether the launch is performed by mechanical means (firing a gun) or manually thrown, the mechanics are the same. The advantage to the attacker of a Projectile Assault is that it may not be defended. It must be avoided by use of one of the Defensive Commercial Tasks. If the target is unaware of the attacker, he may add his Stealth or Blend Task total to the first assault. Projectile Assault is further modified by the following range statistics:</p><p></p><p><strong>Range Statistics</strong>: distance in paces</p><p>[TABLE="class: grid, width: 700"]</p><p>[TR]</p><p>[TD="align: center"]<strong>Attack Modifier</strong>[/TD]</p><p>[TD="align: center"]+100[/TD]</p><p>[TD="align: center"]+50[/TD]</p><p>[TD="align: center"]0[/TD]</p><p>[TD="align: center"]-50[/TD]</p><p>[TD="align: center"]-100[/TD]</p><p>[TD="align: center"]-200[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD="align: center"]<strong>Gun</strong>[/TD]</p><p>[TD="align: center"]<strong>PB</strong>[/TD]</p><p>[TD="align: center"]<strong>Short</strong>[/TD]</p><p>[TD="align: center"]<strong>Medium</strong>[/TD]</p><p>[TD="align: center"]<strong>Long</strong>[/TD]</p><p>[TD="align: center"]<strong>Great</strong>[/TD]</p><p>[TD="align: center"]<strong>Extreme</strong>[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD="align: center"]Light[/TD]</p><p>[TD="align: center"]0-2[/TD]</p><p>[TD="align: center"]2-10[/TD]</p><p>[TD="align: center"]10-20[/TD]</p><p>[TD="align: center"]20-30[/TD]</p><p>[TD="align: center"]30-40[/TD]</p><p>[TD="align: center"]40-50[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD="align: center"]Heavy[/TD]</p><p>[TD="align: center"]0-3[/TD]</p><p>[TD="align: center"]3-15[/TD]</p><p>[TD="align: center"]15-30[/TD]</p><p>[TD="align: center"]30-50[/TD]</p><p>[TD="align: center"]50-70[/TD]</p><p>[TD="align: center"]70-90[/TD]</p><p>[/TR]</p><p>[TR]</p><p>[TD="align: center"]G1 SmartLink[/TD]</p><p>[TD="align: center"]0-4[/TD]</p><p>[TD="align: center"]4-20[/TD]</p><p>[TD="align: center"]20-40[/TD]</p><p>[TD="align: center"]40-70[/TD]</p><p>[TD="align: center"]70-100[/TD]</p><p>[TD="align: center"]100-140[/TD]</p><p>[/TR]</p><p>[/TABLE]</p><p>If the target is engaged in physical combat with a friendly, then the shooter receives a penalty to hit of 50%. If the shooter misses, there is a 50% chance that the projectile will strike the friend. If the miss ratio is significant, then the projectile goes wide, missing any target.</p><p><span style="color: #008000"><strong>Trollick</strong></span>: 17 + 13 + 19 + 73 = 121 +/- range - cover[/sblock]</p></blockquote><p></p>
[QUOTE="MacConnell, post: 7559358, member: 6855223"] After motioning to the others of the location of the hidden lizards, [B][COLOR=#008000]Trollick[/COLOR][/B] draws his heavy pistol and fires at the one within the tree.[ooc]Reaction: 67, Pistol 73[/ooc] [sblock=Reaction]Readiness (Combat) + Impetus (Commercial) + Clarity (Collegiate) + d100 - Armor Hindrance[/COLOR] Reaction Time is a numeric value for mental and physical preparedness for action. This is the first calculation in a combat sequence as it determines the order of attackers and is generally only figured once at the beginning of any combat situation. Reaction time may be further modified if a character or creature is injured or otherwise impeded at the start of combat. Loss of Body or Mind reduces the final Reaction Time by 10 for every 1 point lost. For example, if a character had lost 2 points of Body before combat initiated, his total reaction time would be reduced by 20. [B][COLOR=#008000]Trollick[/COLOR][/B]: 17 + 13 + 19 + 67 = 126 - 50 = 76[/sblock] [sblock=Speed of Action]Reaction Time - Hindrance[/COLOR] Though Reaction Time is a numeric value for mental and physical preparedness for action, a character who is able to think the fastest may not necessarily be able to act the fastest, especially if wielding a large weapon. This hindrance is determined by many factors that are quantified under their respective descriptions, such as weapons, movement, and manipulating Way. Like Reaction Time, Speed of Attack is further modified in the same manner if a character or creature is injured or otherwise impeded. After each action, the Hindrance is subtracted again from the previous total to continue the numeric sequence for the next action, unless the character or creature is fighting with two weapons; in which case, Hindrance for the weapon halved. Subsequent actions have a minimum hindrance of half a second or 50 tics, even is halving a weapon's hindrance would be less. [B][COLOR=#008000]Trollick[/COLOR][/B]: 76 - 50(pistol) = 26[/sblock] [sblock=Movement]The average human brain in real life can perform 5 conscious actions in 1 second, making the normal reaction time 1/5 of or .2 seconds, which corresponds to 20 of 100 tics in the game. Movement as it is figured into timing: Motility = max strides / second(100 tics) [LIST] [*]From a standing position, 1 stride = 50 tics, 1 pace = 100 tics [*]Second motion, 2 paces = 100 [*]Third motion, 4 paces = 100 [*]Forth motion, 6 paces = 100... [*]The maximum = Motility Score in paces / 100 tics [/LIST] This should seem reasonable that an arm length sword has a hindrance of 100, meaning that it takes 1 second to effectively swing the sword from a resting position. Fighting with two weapons simultaneously halves the weapon hindrances after the initial swing, though a minimum hindrance of 50 is always required for functional mechanics.[/sblock] [sblock=Firearm Assault]Launch (Combat) + Precision (Commercial) + Clarity Collegiate) + d100 +/- range - cover Once Speed of Action is determined, the character or creature may choose to launch a projectile at his opponent. Whether the launch is performed by mechanical means (firing a gun) or manually thrown, the mechanics are the same. The advantage to the attacker of a Projectile Assault is that it may not be defended. It must be avoided by use of one of the Defensive Commercial Tasks. If the target is unaware of the attacker, he may add his Stealth or Blend Task total to the first assault. Projectile Assault is further modified by the following range statistics: [B]Range Statistics[/B]: distance in paces [TABLE="class: grid, width: 700"] [TR] [TD="align: center"][B]Attack Modifier[/B][/TD] [TD="align: center"]+100[/TD] [TD="align: center"]+50[/TD] [TD="align: center"]0[/TD] [TD="align: center"]-50[/TD] [TD="align: center"]-100[/TD] [TD="align: center"]-200[/TD] [/TR] [TR] [TD="align: center"][B]Gun[/B][/TD] [TD="align: center"][B]PB[/B][/TD] [TD="align: center"][B]Short[/B][/TD] [TD="align: center"][B]Medium[/B][/TD] [TD="align: center"][B]Long[/B][/TD] [TD="align: center"][B]Great[/B][/TD] [TD="align: center"][B]Extreme[/B][/TD] [/TR] [TR] [TD="align: center"]Light[/TD] [TD="align: center"]0-2[/TD] [TD="align: center"]2-10[/TD] [TD="align: center"]10-20[/TD] [TD="align: center"]20-30[/TD] [TD="align: center"]30-40[/TD] [TD="align: center"]40-50[/TD] [/TR] [TR] [TD="align: center"]Heavy[/TD] [TD="align: center"]0-3[/TD] [TD="align: center"]3-15[/TD] [TD="align: center"]15-30[/TD] [TD="align: center"]30-50[/TD] [TD="align: center"]50-70[/TD] [TD="align: center"]70-90[/TD] [/TR] [TR] [TD="align: center"]G1 SmartLink[/TD] [TD="align: center"]0-4[/TD] [TD="align: center"]4-20[/TD] [TD="align: center"]20-40[/TD] [TD="align: center"]40-70[/TD] [TD="align: center"]70-100[/TD] [TD="align: center"]100-140[/TD] [/TR] [/TABLE] If the target is engaged in physical combat with a friendly, then the shooter receives a penalty to hit of 50%. If the shooter misses, there is a 50% chance that the projectile will strike the friend. If the miss ratio is significant, then the projectile goes wide, missing any target. [COLOR=#008000][B]Trollick[/B][/COLOR]: 17 + 13 + 19 + 73 = 121 +/- range - cover[/sblock] [/QUOTE]
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