Supplement Four
SOC-14 5K
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?
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?