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Hit Location without an extra roll

Right now, I use THIS hit location chart in my game.

Like most hit location charts, it requires a separate roll.

I like the chart, but I'm into streamling things these days. Focussing on the game, not the rolls. Making the game an incredible experience for me and my group.

So, today, I thought, what if...




What if the hit location was dependent on the attack roll (and therefore not requireing another roll for hit location)?

I'm thinking something simple: Like, take the highest die from the 2D attack roll and add the attacker's skill level. The result would be the hit location.

I like that it is, in part, based on the random roll, and in part, based on the character's skill (higher skilled characters will hit more vital areas more often).

[EDIT: This didn't quite work out in the finished rule seen in the 2nd post on this topic below. I was thinking and creating this rule as I wrote (writing them out this way helps me think through all the angles), and the finished rule does not weight hit location to a character's skill. (Wish it did, though...if you've got an idea to make it do that, then let's disucss it!)

If I go with this mechanic, it's a simple matter of filling in the blanks on the hit location chart.

There will be 12 locations on the chart. Why? Because the random die from the attack throw can run 1-6, and a CT's character skill is rarely over 6.





Example:

Jurgen has AutoPistol-2, and he just rolled his 2D for 8+ attack roll to hit an enemy with the weapon.

He hit.

His 2D roll was: 4, 3

Jurgen just hit Hit Location #6.




Simple. No extra roll needed. Character's expertise influences hit location.




There should be a provision for those rare occurences when the single die + skill is greater than 12.

Maybe Hit Location totals that are 13+ allow the attack to pick his hit location?




Fill in these blanks. What do you think the 12 Hit Locations should be?

I'm thinking something like:

2 locations for R. Arm.

2 locations for L. Arm.

1 location for R. Leg.

1 location for L. Leg.

5 locations for Torso.

1 location for Head.
--
12 total locations.

This distribution would focus the chart in the central part of the body (Torso and Arms), making the extremeties (Head and Legs) less often.

Also, since most people aim for the Torso, I have it almost half the locations.




Something to remember: Just because there are 12 locations, we can't just divide the parts of the body among them. If we set the Head, for example, to location 10, it will be a rare day when the Head is actually hit (needing a "6" on the random die and at least Skill-4).

So, we've got to hit all the locations early (1-6) in the chart, then revisit some of them later in the chart when higher numbers are rolled.

Since most Traveller characters have skills running at Level 1-3, our chart will most often be used in the 1-9 range. Any hit location over 9 should be reserved for the highly skilled character.






Designing this hit location chart is a little more tricky than it might seem on the surface. Why? Because, EACH HIT LOCATION has be possible, no matter your skill level.

That means that each Hit Location has to be accessible in the first 1-6 locations so that a character with Level-0 skill can hit them all.

Likewise, if a rare (but possible) CT character has a Level-6 skill, then all possible Hit Locations have to be accessible on a roll of 7+ (and this means my allocation above, giving the Head one location, isn't going to work).

Hmm....

Thinking about what I just wrote...

That means we'll have to "stack" the hit location chart, so that all hit locations are always possible.

It will look like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">1: L. Leg
2: R. Leg
3: L. Arm
4: R. Arm
5: Torso
6: Head
7: L. Leg
8: R. Leg
9: L. Arm
10: R. Arm
11: Torso
12: Head</pre>[/QUOTE]Now, we have to test it.

Skill 0? Range 1-6. All hit locations possible once.

Skill 1? Range 2-7. All hit locations possible once.

Skill 2? Range 3-8. All hit locations possible once.

Skill 3? Range 4-9. All hit locations possible once.

Skill 4? Range 5-10. All hit locations possible once.

Skill 5? Range 6-11. All hit locations possible once.

Skill 6? Range 7-12. All hit locations possible once.

Skill 7+? Range 8+. All hit locations possible, including a chance for the attack to pick his location.





OK, that looks good. I think we have our chart.

But, we still have a problem.

Know what it is?

That's right. We've got our chart, but our percentage chance to hit a specific body part is all out of wack. It's much easier to hit an arm or a leg than it is the torso.

But, I've got an easy rememdy for that. It streamlines the game even further. I did this using my current Hit Location chart, and it, low and behold, the percentages come out great.

What we do is this: When the attack roll is EVEN, assume the torso is hit. When the attack roll is ODD, then do the calculation for the chart.

This way, more than half the time, we're hitting the torso.

Hmm...

I think that does it.

Any comments on this?
 
Right now, I use THIS hit location chart in my game.

Like most hit location charts, it requires a separate roll.

I like the chart, but I'm into streamling things these days. Focussing on the game, not the rolls. Making the game an incredible experience for me and my group.

So, today, I thought, what if...




What if the hit location was dependent on the attack roll (and therefore not requireing another roll for hit location)?

I'm thinking something simple: Like, take the highest die from the 2D attack roll and add the attacker's skill level. The result would be the hit location.

I like that it is, in part, based on the random roll, and in part, based on the character's skill (higher skilled characters will hit more vital areas more often).

[EDIT: This didn't quite work out in the finished rule seen in the 2nd post on this topic below. I was thinking and creating this rule as I wrote (writing them out this way helps me think through all the angles), and the finished rule does not weight hit location to a character's skill. (Wish it did, though...if you've got an idea to make it do that, then let's disucss it!)

If I go with this mechanic, it's a simple matter of filling in the blanks on the hit location chart.

There will be 12 locations on the chart. Why? Because the random die from the attack throw can run 1-6, and a CT's character skill is rarely over 6.





Example:

Jurgen has AutoPistol-2, and he just rolled his 2D for 8+ attack roll to hit an enemy with the weapon.

He hit.

His 2D roll was: 4, 3

Jurgen just hit Hit Location #6.




Simple. No extra roll needed. Character's expertise influences hit location.




There should be a provision for those rare occurences when the single die + skill is greater than 12.

Maybe Hit Location totals that are 13+ allow the attack to pick his hit location?




Fill in these blanks. What do you think the 12 Hit Locations should be?

I'm thinking something like:

2 locations for R. Arm.

2 locations for L. Arm.

1 location for R. Leg.

1 location for L. Leg.

5 locations for Torso.

1 location for Head.
--
12 total locations.

This distribution would focus the chart in the central part of the body (Torso and Arms), making the extremeties (Head and Legs) less often.

Also, since most people aim for the Torso, I have it almost half the locations.




Something to remember: Just because there are 12 locations, we can't just divide the parts of the body among them. If we set the Head, for example, to location 10, it will be a rare day when the Head is actually hit (needing a "6" on the random die and at least Skill-4).

So, we've got to hit all the locations early (1-6) in the chart, then revisit some of them later in the chart when higher numbers are rolled.

Since most Traveller characters have skills running at Level 1-3, our chart will most often be used in the 1-9 range. Any hit location over 9 should be reserved for the highly skilled character.






Designing this hit location chart is a little more tricky than it might seem on the surface. Why? Because, EACH HIT LOCATION has be possible, no matter your skill level.

That means that each Hit Location has to be accessible in the first 1-6 locations so that a character with Level-0 skill can hit them all.

Likewise, if a rare (but possible) CT character has a Level-6 skill, then all possible Hit Locations have to be accessible on a roll of 7+ (and this means my allocation above, giving the Head one location, isn't going to work).

Hmm....

Thinking about what I just wrote...

That means we'll have to "stack" the hit location chart, so that all hit locations are always possible.

It will look like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">1: L. Leg
2: R. Leg
3: L. Arm
4: R. Arm
5: Torso
6: Head
7: L. Leg
8: R. Leg
9: L. Arm
10: R. Arm
11: Torso
12: Head</pre>[/QUOTE]Now, we have to test it.

Skill 0? Range 1-6. All hit locations possible once.

Skill 1? Range 2-7. All hit locations possible once.

Skill 2? Range 3-8. All hit locations possible once.

Skill 3? Range 4-9. All hit locations possible once.

Skill 4? Range 5-10. All hit locations possible once.

Skill 5? Range 6-11. All hit locations possible once.

Skill 6? Range 7-12. All hit locations possible once.

Skill 7+? Range 8+. All hit locations possible, including a chance for the attack to pick his location.





OK, that looks good. I think we have our chart.

But, we still have a problem.

Know what it is?

That's right. We've got our chart, but our percentage chance to hit a specific body part is all out of wack. It's much easier to hit an arm or a leg than it is the torso.

But, I've got an easy rememdy for that. It streamlines the game even further. I did this using my current Hit Location chart, and it, low and behold, the percentages come out great.

What we do is this: When the attack roll is EVEN, assume the torso is hit. When the attack roll is ODD, then do the calculation for the chart.

This way, more than half the time, we're hitting the torso.

Hmm...

I think that does it.

Any comments on this?
 
HIT LOCATION




STEP 1: All EVEN numbered attack throws result in a Torso hit.

STEP 2: If he attack roll results in an ODD number, then simply take the highest die from the attack roll and add the attacker's skill level. The result on the Hit Location chart displays the body location of the hit.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">1: L. Leg
2: R. Leg
3: L. Arm
4: R. Arm
5: Torso
6: Head
7: L. Leg
8: R. Leg
9: L. Arm
10: R. Arm
11: Torso
12: Head</pre>[/QUOTE]STEP 3: Should a Hit Location result in 13+, the attacker is allowed to pick his Hit Location.








-------------------------------------------------
Example


Freshizon fires his AutoPistol at an enemy. He rolls 2D +mods for 8+ (the standard CT attack throw).

Freshizon's expertise is AutoPistol-3. On his 2D attack, he throws: 1, 5.

Freshizon hits with a total attack throw of 11 (Freshizon gets +2 for other DMs not important to this example.)

Since Freshizon's attack is odd, we easily figure Hit Location by taking his highest die and adding his skill level.

5 + 3 = 8

He hit Hit Location #8, which is the target's R. Leg.
 
HIT LOCATION




STEP 1: All EVEN numbered attack throws result in a Torso hit.

STEP 2: If he attack roll results in an ODD number, then simply take the highest die from the attack roll and add the attacker's skill level. The result on the Hit Location chart displays the body location of the hit.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">1: L. Leg
2: R. Leg
3: L. Arm
4: R. Arm
5: Torso
6: Head
7: L. Leg
8: R. Leg
9: L. Arm
10: R. Arm
11: Torso
12: Head</pre>[/QUOTE]STEP 3: Should a Hit Location result in 13+, the attacker is allowed to pick his Hit Location.








-------------------------------------------------
Example


Freshizon fires his AutoPistol at an enemy. He rolls 2D +mods for 8+ (the standard CT attack throw).

Freshizon's expertise is AutoPistol-3. On his 2D attack, he throws: 1, 5.

Freshizon hits with a total attack throw of 11 (Freshizon gets +2 for other DMs not important to this example.)

Since Freshizon's attack is odd, we easily figure Hit Location by taking his highest die and adding his skill level.

5 + 3 = 8

He hit Hit Location #8, which is the target's R. Leg.
 
Reading my post above, I realize it might seem I'm overcomplicated a part of it.

One would think that we really don't need to add skill level. The percentages are the same no matter the skill level (unless we total 13+ on the chart, in which case, we get to pick).

If we want to give up that option to "pick" the location (which will only happen with character's skilled at Level-7 or higher...a very rare occurence), we could just forget the addition of the skill and use one of the dice in the attack throw as a "hit location" die.

Here's the problem with that...

If you use a die as a "hit location" die, you end up with only certain hit locations possible at certain times.

For example, say Trezz has AutoPistol-1, but he also suffers the -2 DEX penalty. There are no other DMs appropriate to the roll (for easy figuring).

Trezz has to hit on a roll of 8+.

If the hit location die is a "1", then Trezz will never be able to a target's L. Leg (beause the best he could do is roll a total of 7 on his 2D, which doesn't make for a successful hit, even without the -2DM).

In fact, with that -2DM, Trezz will never be able to hit a target's L. Leg, R. Leg, or L. Arm.

That's half the body locations that Trezz can't hit!

Thus, I have the "sliding scale", using the highest die in the throw + attacker's skill.

This way, we avoid the problem.

And, as a side benefit, we don't have to keep track of a specifically colored "hit location die" in our attack throw. A player can throw any two dice he wants, and if the grand total is odd, we'll just use the highest die to figure our hit location.

And...we're still doing this WITHOUT a second hit location roll.

-S4
 
Reading my post above, I realize it might seem I'm overcomplicated a part of it.

One would think that we really don't need to add skill level. The percentages are the same no matter the skill level (unless we total 13+ on the chart, in which case, we get to pick).

If we want to give up that option to "pick" the location (which will only happen with character's skilled at Level-7 or higher...a very rare occurence), we could just forget the addition of the skill and use one of the dice in the attack throw as a "hit location" die.

Here's the problem with that...

If you use a die as a "hit location" die, you end up with only certain hit locations possible at certain times.

For example, say Trezz has AutoPistol-1, but he also suffers the -2 DEX penalty. There are no other DMs appropriate to the roll (for easy figuring).

Trezz has to hit on a roll of 8+.

If the hit location die is a "1", then Trezz will never be able to a target's L. Leg (beause the best he could do is roll a total of 7 on his 2D, which doesn't make for a successful hit, even without the -2DM).

In fact, with that -2DM, Trezz will never be able to hit a target's L. Leg, R. Leg, or L. Arm.

That's half the body locations that Trezz can't hit!

Thus, I have the "sliding scale", using the highest die in the throw + attacker's skill.

This way, we avoid the problem.

And, as a side benefit, we don't have to keep track of a specifically colored "hit location die" in our attack throw. A player can throw any two dice he wants, and if the grand total is odd, we'll just use the highest die to figure our hit location.

And...we're still doing this WITHOUT a second hit location roll.

-S4
 
One last thing. Some may ask, "What are the hit location percentages if I use this chart?"

It's this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Head 8%
Torso 58%
Arms 17%
Legs 17%
-----------------
100%</pre>[/QUOTE]The Torso, being the most shot-at body part, is hit the most (but, still, there is over a 40% chance you will hit another body part besides the torso). The extremities (Arms and Legs) are double what the head is.

-S4
 
One last thing. Some may ask, "What are the hit location percentages if I use this chart?"

It's this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Head 8%
Torso 58%
Arms 17%
Legs 17%
-----------------
100%</pre>[/QUOTE]The Torso, being the most shot-at body part, is hit the most (but, still, there is over a 40% chance you will hit another body part besides the torso). The extremities (Arms and Legs) are double what the head is.

-S4
 
A hit location chart was published in one of the Mega Traveller journals. I forget which issue, but I still have my copy stashed somewhere.
 
A hit location chart was published in one of the Mega Traveller journals. I forget which issue, but I still have my copy stashed somewhere.
 
Originally posted by Blue Ghost:
A hit location chart was published in one of the Mega Traveller journals. I forget which issue, but I still have my copy stashed somewhere.
I know. I have that issue. You're missing the point.

The Hit Location Chart in the MegaTraveller Journal (actually, I think it was Traveller's Digest) requires a second roll.

The Hit Location Chart that I am currently using in my House Combat Rules require a second roll.

What I'm proposing here is a streamlined rule that doesn't require a second roll.

You roll one time--your attack throw. And, your hit location is figured from that.

1) If your attack throw is even, you hit your target's torso.

2) If your attack throw is odd, you add your skill to the highest die in your attack throw to find your hit location.

The focus here is Quick. Fast. Easy.

-S4
 
Originally posted by Blue Ghost:
A hit location chart was published in one of the Mega Traveller journals. I forget which issue, but I still have my copy stashed somewhere.
I know. I have that issue. You're missing the point.

The Hit Location Chart in the MegaTraveller Journal (actually, I think it was Traveller's Digest) requires a second roll.

The Hit Location Chart that I am currently using in my House Combat Rules require a second roll.

What I'm proposing here is a streamlined rule that doesn't require a second roll.

You roll one time--your attack throw. And, your hit location is figured from that.

1) If your attack throw is even, you hit your target's torso.

2) If your attack throw is odd, you add your skill to the highest die in your attack throw to find your hit location.

The focus here is Quick. Fast. Easy.

-S4
 
I am reminded of the military adage.. somewhat modified:

You can have Fast, Easy, and Detailed. Pick two.

I'd go with something like Top Secret S.I. Had, 1-10 locations, use the second digit on the percentile. In this case, use two different colored dice, the digit on the second die:

1 Head
2 Chest
3 Arms
4 Abdomen / Hips
5 Legs
6 Lower Legs

Or some such.

Use skills a la Aftermath by FGU:
Take the skill level, and that's a shift of "areas" towards "Heart / Head / legs, whatever you were aiming for. Maybe, with a DM of -1 per 50 or 100 feet, depending on weapon type, or something.

A guy with a skill level of 6 at close range can get a head shot, any time he wants, and is the only guy that can still aim towards specific parts, at any kind of long range for the weapon.

A guy with a skill level of 1, cannot aim at much better than point blank. i.e "0 points of aim" based on skill at, say point blank plus...or whatever.

Yeah it's not Traveller. Just a suggestion, though.
 
I am reminded of the military adage.. somewhat modified:

You can have Fast, Easy, and Detailed. Pick two.

I'd go with something like Top Secret S.I. Had, 1-10 locations, use the second digit on the percentile. In this case, use two different colored dice, the digit on the second die:

1 Head
2 Chest
3 Arms
4 Abdomen / Hips
5 Legs
6 Lower Legs

Or some such.

Use skills a la Aftermath by FGU:
Take the skill level, and that's a shift of "areas" towards "Heart / Head / legs, whatever you were aiming for. Maybe, with a DM of -1 per 50 or 100 feet, depending on weapon type, or something.

A guy with a skill level of 6 at close range can get a head shot, any time he wants, and is the only guy that can still aim towards specific parts, at any kind of long range for the weapon.

A guy with a skill level of 1, cannot aim at much better than point blank. i.e "0 points of aim" based on skill at, say point blank plus...or whatever.

Yeah it's not Traveller. Just a suggestion, though.
 
Originally posted by Merxiless:
You can have Fast, Easy, and Detailed. Pick two.
Well, it's not a hit location chart where you read, "Your right kidney has been punctured from the hip." But, I think it's detailed enough, yes?


I'd go with something like Top Secret S.I. Had, 1-10 locations, use the second digit on the percentile. In this case, use two different colored dice, the digit on the second die:
I do like the "thought" behind Top Secret/SI's system. Actually, I was crazy about it, until I took it apart and realised that it ran into problems similar to the one I mention above (where Trezz had some hit location pre-empted).

Unfortunately, that type of thing happens with TSSI mechanic as well. When I run TSSI games, in order to be "fair" to all the possible hit locations, I have to roll the hit location separately.

TSSI is a "roll under" system (and I do really like the system--it's just this part of it is a little "broken"). Let's say Ling has a Pistol score of 34. Since the target is in a parking lot, on the other side of a row of parked cars, the GM imposes a 1/2 penalty.

Now, Ling must roll 17 or less to hit.

See....only a roll of 17 or less is successful. If a 18 or 19 is rolled, the shot misses.

This means that Ling, on this shot, cannot hit Hit Location 8 or Hit Location 9.

THAT's a problem with the TSSI mechanic.

What I'm suggeting above fixes that error from occuring with the rule I've proposed.

-S4
 
Originally posted by Merxiless:
You can have Fast, Easy, and Detailed. Pick two.
Well, it's not a hit location chart where you read, "Your right kidney has been punctured from the hip." But, I think it's detailed enough, yes?


I'd go with something like Top Secret S.I. Had, 1-10 locations, use the second digit on the percentile. In this case, use two different colored dice, the digit on the second die:
I do like the "thought" behind Top Secret/SI's system. Actually, I was crazy about it, until I took it apart and realised that it ran into problems similar to the one I mention above (where Trezz had some hit location pre-empted).

Unfortunately, that type of thing happens with TSSI mechanic as well. When I run TSSI games, in order to be "fair" to all the possible hit locations, I have to roll the hit location separately.

TSSI is a "roll under" system (and I do really like the system--it's just this part of it is a little "broken"). Let's say Ling has a Pistol score of 34. Since the target is in a parking lot, on the other side of a row of parked cars, the GM imposes a 1/2 penalty.

Now, Ling must roll 17 or less to hit.

See....only a roll of 17 or less is successful. If a 18 or 19 is rolled, the shot misses.

This means that Ling, on this shot, cannot hit Hit Location 8 or Hit Location 9.

THAT's a problem with the TSSI mechanic.

What I'm suggeting above fixes that error from occuring with the rule I've proposed.

-S4
 
I see what your goal is.

What about Ling rolling 08 or 09?

And that type of thing never really bothered me.

I liked that combat system a lot as it was very fast, and pretty detailed, as far as that went.

Games like Leading Edge Aliens / Rhand were always too complicated, and Twilight was too fluffy.

I applaud your effort here, and in other threads, you're doing great stuff.
 
I see what your goal is.

What about Ling rolling 08 or 09?

And that type of thing never really bothered me.

I liked that combat system a lot as it was very fast, and pretty detailed, as far as that went.

Games like Leading Edge Aliens / Rhand were always too complicated, and Twilight was too fluffy.

I applaud your effort here, and in other threads, you're doing great stuff.
 
S4, in your system, does hit location affect damage or is it color?

If it affects damage, then the chart needs to account for higher skilled characters hitting more vital parts easier. Your system basically makes the location random no matter what the skill level of the character. Is there a way to allow a greater chance of head shots for more highly skilled characters?

What if you used the original 2D roll unmodified except for skill level. So the higher your natural roll, the 'better' hit location (head etc).

Off the top of my head, something like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
2D Location
2 Torso
3 Torso
4 Torso
5 Torso
6 Torso
7 Torso
8 R. Leg
9 L. Leg
10 L. Arm
11 R. Arm
12+ Head</pre>[/QUOTE]I would have to play it out to see if it worked, but that would still give the Skill-0 character a chance for a head shot, but a highly skilled character would be MORE likely to get a headshot.
 
S4, in your system, does hit location affect damage or is it color?

If it affects damage, then the chart needs to account for higher skilled characters hitting more vital parts easier. Your system basically makes the location random no matter what the skill level of the character. Is there a way to allow a greater chance of head shots for more highly skilled characters?

What if you used the original 2D roll unmodified except for skill level. So the higher your natural roll, the 'better' hit location (head etc).

Off the top of my head, something like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">
2D Location
2 Torso
3 Torso
4 Torso
5 Torso
6 Torso
7 Torso
8 R. Leg
9 L. Leg
10 L. Arm
11 R. Arm
12+ Head</pre>[/QUOTE]I would have to play it out to see if it worked, but that would still give the Skill-0 character a chance for a head shot, but a highly skilled character would be MORE likely to get a headshot.
 
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