Monday, April 6, 2009

Combat and Damage Systems

Ok folks here's the deal with damage and fightin'

Right now here's how it works (basics).

Scenario #1
Bob attacks George with a knife.
To calculate Bob's attack we take the average of his Brawn 4 and Coordination 4, 4 total. Then we add his melee skill +4, and his melee:knife specialty +3 for a total of +11. Bob rolls a 7 on his d10 for a total of 18.

George attempts to dodge. George's Dodge total is his Coordination 3 and Reflexes 5 averaged to 4, plus his dodge skill of 6 (total bonus of +10). George rolls a 5 on his d10 for a total of 15.

Bob beats him by 3 so he hits George. Bob rolls damage (d10/2+Brn) he rolls a 4, halved to 2 and adds his Brawn of 4. Bob deals 6 points of damage.

Here's where the damage application arises. First of all hit location, unless otherwise stated all attacks strike the torso. Since Bob didn't declare a specific attack location this is where he hits.
Knives deal "severe" damage. There are 3 kinds of damage; Basic - blunt trauma, minor bruising, etc., Severe-Traumatic wounds, gun shots, etc., and Elemental - Burns in their myriad of forms. The human body, being relatively soft, can absorb only basic damage, this is a character's hardness value. Or the value of B damage that is negated, or ablated. If a character has armor that armor does 2 thing for him, the first thing it does is convert some of either S or E damage (sometimes both) into B. Then it ablates/negates/absorb a certain amount of B damage (which can include the damage it just converted). once the remaining number is figured out it is applied to the character as a single number.

Scenario #2 - ranged with armor
Bob shoots George with a Shotgun (slug) dealing 6d10 damage. Dealing a total of 35s damage. George is wearing a slugvest (bullet proof vest) which Converts 20 s and absorbs 15b. with a little math 15s and 5b is left over after the armor. George has a hardness of 6 (he's a bruiser in this scenario) and can absorb all 5 of that B damage but not the s damage. George takes 15 damage.

A little clunky but it works and is decently accurate. Some folks will have issues with immerssion into the game, but this can be dealt with more indepth later as things go from "How I originally thought them up" to a more refined a workable system with testing.

Now for more complexity

Scenario #3 called shot

Bob shoots George in the head with a Sniper Rifle. He needs to roll to hit at -5 (called shot to the head, limbs are -2). He hits and does 30 damage. Even with a big helmet, this kills George instantly. Nothing in the world that I know of can take a .50 cal sniper round to the head and live. Most vehicles would be disabled by this kind of weapon too.

Scenario #4 - critical hit roll

Bob shoots george and beats him by 10. Whoohoo critical hit. Bob can choose to pick a location, or roll for a critical hit. The critical hits system breaks down simply.
#1 Roll for location.
#2 Roll for special effect based on location, apply effect.
The crit table will be up sometime in the next few days.

Now my end question to everyone is - do I simplify this further by unifying everything into a single type of damage or keep it as is?

1 comment:

  1. Hail!

    Kind of a tough call. Most games go with a single type of damage and people are used to it. But I always thought the Stun/Body system of Champions was really nice.



    A.T
    (-)

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