Post by gamedave on Oct 28, 2007 10:33:59 GMT -5
In this thread, I'll be discussing how the new systems handles in-depth character interaction, deep roleplaying, using the RPG genre as a tool to explore...just kidding. It's about how you hit people.
As with the Core Mechanic, roll 1d10. Add Rank. Subtract Difficulty. Consult Universal Table.
0 or less = Fumble
1-4 = Miss
5 = Near Miss: +1 to next attack vs. same opponent
6 = Glancing Blow: -2 to Damage Rank
7-10 = Hit
11+ = Critical Hit: +2 to Damage Rank
Difficulty for melee attacks is the target's relevant defense Ability (as ever, defaults to 5). So, say a guy with Swordsman 7 attacks a fellow who also has Swordsman 7. That's easy - just a d10 roll (+7 - 7 = 0). Now, let's say he nexts attacks another opponent who has Martial Artist 9. The GM rules a martial artist should know how to dodge a sword thrust, so Martial Artist applies. The attack would be d10 - 2 (d10 + 7 - 9). When the Martial Artist counterattacks, he would roll d10 + 2 (d10 + 9 - 7).
Difficulty for ranged attacks is the target's range or defense Ability, whichever is higher. Let's say a guy with Sniper 9 attacks a mook at Range 3 - the mook's default Defense is 5, so the sniper's Difficulty is 5. At Range 7, the Difficulty is 7, since the Range is greater than the mook's Defense. When the sniper shoots at a guy with Get the Hell Out of Dodge 9, his
Difficulty will be 9 at Ranges 0 - 9, and equal to the range at Ranges 10+.
This is a little glitchy - you seem to lose the ability do dodge at long ranges, when it seems like it should be easier to dodge, but it keeps things simple, and allows both range and defensive ability to play a role in determining the difficulty of a ranged attack.
BTW, essentially you now have an AC, but don't make a Defense Roll - again, trying to minimize dice rolling. Generally, Super-Abilities will not be used directly as Attack or Defense Ranks, but may add bonuses (so Super-Agility is not the Difficulty of hitting Spider-Man, but it would add to his Defense Ability, if it is higher, which it would be).
There will also be special rules to allow active Dodges. More on this later.
As with the Core Mechanic, roll 1d10. Add Rank. Subtract Difficulty. Consult Universal Table.
0 or less = Fumble
1-4 = Miss
5 = Near Miss: +1 to next attack vs. same opponent
6 = Glancing Blow: -2 to Damage Rank
7-10 = Hit
11+ = Critical Hit: +2 to Damage Rank
Difficulty for melee attacks is the target's relevant defense Ability (as ever, defaults to 5). So, say a guy with Swordsman 7 attacks a fellow who also has Swordsman 7. That's easy - just a d10 roll (+7 - 7 = 0). Now, let's say he nexts attacks another opponent who has Martial Artist 9. The GM rules a martial artist should know how to dodge a sword thrust, so Martial Artist applies. The attack would be d10 - 2 (d10 + 7 - 9). When the Martial Artist counterattacks, he would roll d10 + 2 (d10 + 9 - 7).
Difficulty for ranged attacks is the target's range or defense Ability, whichever is higher. Let's say a guy with Sniper 9 attacks a mook at Range 3 - the mook's default Defense is 5, so the sniper's Difficulty is 5. At Range 7, the Difficulty is 7, since the Range is greater than the mook's Defense. When the sniper shoots at a guy with Get the Hell Out of Dodge 9, his
Difficulty will be 9 at Ranges 0 - 9, and equal to the range at Ranges 10+.
This is a little glitchy - you seem to lose the ability do dodge at long ranges, when it seems like it should be easier to dodge, but it keeps things simple, and allows both range and defensive ability to play a role in determining the difficulty of a ranged attack.
BTW, essentially you now have an AC, but don't make a Defense Roll - again, trying to minimize dice rolling. Generally, Super-Abilities will not be used directly as Attack or Defense Ranks, but may add bonuses (so Super-Agility is not the Difficulty of hitting Spider-Man, but it would add to his Defense Ability, if it is higher, which it would be).
There will also be special rules to allow active Dodges. More on this later.