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Hit Location without an extra roll

a to-hit roll represents a certain subset of possible hit locations. a hit location is just that, one of many. one may dispense with the to-hit roll, and simply roll the hit location, including not only the hits on the target but also the misses, thus this needs one and only one roll.

something like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">12 head
11 leg
10 arm
9 torso
8 ---
7 ---
6 ---
5 ---
4 ---
3 ---
2 ---</pre>[/QUOTE]not complete of course. does anyone try to do it this way?
 
a to-hit roll represents a certain subset of possible hit locations. a hit location is just that, one of many. one may dispense with the to-hit roll, and simply roll the hit location, including not only the hits on the target but also the misses, thus this needs one and only one roll.

something like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">12 head
11 leg
10 arm
9 torso
8 ---
7 ---
6 ---
5 ---
4 ---
3 ---
2 ---</pre>[/QUOTE]not complete of course. does anyone try to do it this way?
 
Flykiller has the right way to go. Now if we could superimpose a spectrum of rolled values on top of an image of a battledressed marine..
 
Flykiller has the right way to go. Now if we could superimpose a spectrum of rolled values on top of an image of a battledressed marine..
 
Originally posted by Merxiless:
What about Ling rolling 08 or 09?

And that type of thing never really bothered me.
Let's say you're on one side of a tractor trailer. Your enemy is on the other side of the 18-wheeler.

The trailer is high, and you can see your enemy from the waist down on the other side. You attempt to shoot him, using your Browning 1935 and your Pistol score of 34.

The GM uses the cover rule: Since the target is 1/2 under cover, your success chance is halved.

Now, you've got to roll a 17 or less in order to hit your enemy.

As I've stated above, hit location "8" and hit location "9" are not possible using TSSI's hit location mechanic out of the box.

But, those two hit locations represent the targets two legs on the TSSI hit location chart.

Something tells me that you'd have an issue with that during a game session. "What do you mean I can only see the guy from the waist down, but I can't hit his legs?!"




I liked that combat system a lot as it was very fast, and pretty detailed, as far as that went.
TSSI, in spite of this problem (that is easily fixed), has a GREAT set of simple rules, allowing for quick, exciting game play.

We're in agreement here. I really like the TSSI rules as well.




I applaud your effort here, and in other threads, you're doing great stuff.
Thanks, bro. I do appreciate that.

-S4
 
Originally posted by Merxiless:
What about Ling rolling 08 or 09?

And that type of thing never really bothered me.
Let's say you're on one side of a tractor trailer. Your enemy is on the other side of the 18-wheeler.

The trailer is high, and you can see your enemy from the waist down on the other side. You attempt to shoot him, using your Browning 1935 and your Pistol score of 34.

The GM uses the cover rule: Since the target is 1/2 under cover, your success chance is halved.

Now, you've got to roll a 17 or less in order to hit your enemy.

As I've stated above, hit location "8" and hit location "9" are not possible using TSSI's hit location mechanic out of the box.

But, those two hit locations represent the targets two legs on the TSSI hit location chart.

Something tells me that you'd have an issue with that during a game session. "What do you mean I can only see the guy from the waist down, but I can't hit his legs?!"




I liked that combat system a lot as it was very fast, and pretty detailed, as far as that went.
TSSI, in spite of this problem (that is easily fixed), has a GREAT set of simple rules, allowing for quick, exciting game play.

We're in agreement here. I really like the TSSI rules as well.




I applaud your effort here, and in other threads, you're doing great stuff.
Thanks, bro. I do appreciate that.

-S4
 
Originally posted by Plankowner:
S4, in your system, does hit location affect damage or is it color?
Under my HOUSE RULES, hit location is important because of armor and the protection it provides certain body parts.

For example, if an AutoPistol hits a part of the body not protected by armor, it will do damage to the tune of 3D +1.

But, if that same weapon hits a part of the body protected by Cloth armor, the weapon will do 3D -8 damage.

So, yes, the hit location chart is a bit more than color under my house rules.

But, NOTE, that this hit location rule can be used with vanilla, out of the box Traveller. But, if that's the case, then a hit location chart is just color because armor is factored into the attack roll (not the damage roll as it is in my house system).




If it affects damage, then the chart needs to account for higher skilled characters hitting more vital parts easier.
I note this in one of the above posts.

Actually, what you're trying to accomplish here is accomplished in my house rules a different way.

The attacker's skill level increases the to-hit throw. The higher the to-hit throw is, the more dice from the damage throw are rolled randomly.

Since applying damage randomly is more deadly than letting the defender choose where damage dice are allocated, rolling high, under my system, is a very, very good thing.

Since characters with higher skill will, on average, roll higher than those with lower skill, the highly skilled characters will roll damage that is more deadly more often than characters with low expertise.

So, skill definitely has an impact on putting your target away faster.

--Example--

Target's stats are 7, 7, 7

You roll 3D damage, getting: 6, 3, 2

If none of your damage dice are applied randomly, then the defender can easily absorb this damage and keep on fighting (with a minor wound), no stats at zero.

But, let's say you roll high enough for two damage dice to be applied randomly on your target. And, let's further say that both those random dice end up being subtracted from your target's STR.

Well, you've just knocked that guy out of the fight with the same damage roll. Why, because is STR-7 has been reduced to STR-0 (unconscious) by the two random damage dice (6, 3).

The defender can then apply the left over damage die (the 2) at his discretion.

You see, under my house system, more highly skill characters will take out their enemies quicker and more often than characters with low skill.

Skill plays a major role in my house system--much more so than it does in vanilla Traveller.
 
Originally posted by Plankowner:
S4, in your system, does hit location affect damage or is it color?
Under my HOUSE RULES, hit location is important because of armor and the protection it provides certain body parts.

For example, if an AutoPistol hits a part of the body not protected by armor, it will do damage to the tune of 3D +1.

But, if that same weapon hits a part of the body protected by Cloth armor, the weapon will do 3D -8 damage.

So, yes, the hit location chart is a bit more than color under my house rules.

But, NOTE, that this hit location rule can be used with vanilla, out of the box Traveller. But, if that's the case, then a hit location chart is just color because armor is factored into the attack roll (not the damage roll as it is in my house system).




If it affects damage, then the chart needs to account for higher skilled characters hitting more vital parts easier.
I note this in one of the above posts.

Actually, what you're trying to accomplish here is accomplished in my house rules a different way.

The attacker's skill level increases the to-hit throw. The higher the to-hit throw is, the more dice from the damage throw are rolled randomly.

Since applying damage randomly is more deadly than letting the defender choose where damage dice are allocated, rolling high, under my system, is a very, very good thing.

Since characters with higher skill will, on average, roll higher than those with lower skill, the highly skilled characters will roll damage that is more deadly more often than characters with low expertise.

So, skill definitely has an impact on putting your target away faster.

--Example--

Target's stats are 7, 7, 7

You roll 3D damage, getting: 6, 3, 2

If none of your damage dice are applied randomly, then the defender can easily absorb this damage and keep on fighting (with a minor wound), no stats at zero.

But, let's say you roll high enough for two damage dice to be applied randomly on your target. And, let's further say that both those random dice end up being subtracted from your target's STR.

Well, you've just knocked that guy out of the fight with the same damage roll. Why, because is STR-7 has been reduced to STR-0 (unconscious) by the two random damage dice (6, 3).

The defender can then apply the left over damage die (the 2) at his discretion.

You see, under my house system, more highly skill characters will take out their enemies quicker and more often than characters with low skill.

Skill plays a major role in my house system--much more so than it does in vanilla Traveller.
 
Originally posted by Plankowner:
Is there a way to allow a greater chance of head shots for more highly skilled characters?
Not that I can figure...and still keep a good chart where all locations are possible no matter the attacker's skill.

If you've got an idea for this, let's entertain it.





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).
Remember that under my house rules, skill does influence "better damage", as I describe in the post above.

But, there's a problem in doing what you propose here.

Since an 8+ is considered a hit, then your hit location chart would have to start with a result of 8, and then go up from there.

If you did something like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">8 R Leg
9 L Leg
10 R Arm
11 L Arm
12 Torso
13 Head</pre>[/QUOTE]You'd end up with some screwy percentages where the legs are hit more than any other part of the body.

If you move "torso" down on the list, then you have the problem of rolling high and hitting a part of the body that is not as vital. "I rolled a 12 and I hit his arm?" Counter-intuitive.

And, with this type of thing, you've got a problem where a low skilled individual has not chance of hitting the head (and, even if you are Skill-0, there should be at least some chance that you get lucky and hit your target's head).

Unless I'm not thinking of something, I don't see how to make your proposal work.
 
Originally posted by Plankowner:
Is there a way to allow a greater chance of head shots for more highly skilled characters?
Not that I can figure...and still keep a good chart where all locations are possible no matter the attacker's skill.

If you've got an idea for this, let's entertain it.





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).
Remember that under my house rules, skill does influence "better damage", as I describe in the post above.

But, there's a problem in doing what you propose here.

Since an 8+ is considered a hit, then your hit location chart would have to start with a result of 8, and then go up from there.

If you did something like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">8 R Leg
9 L Leg
10 R Arm
11 L Arm
12 Torso
13 Head</pre>[/QUOTE]You'd end up with some screwy percentages where the legs are hit more than any other part of the body.

If you move "torso" down on the list, then you have the problem of rolling high and hitting a part of the body that is not as vital. "I rolled a 12 and I hit his arm?" Counter-intuitive.

And, with this type of thing, you've got a problem where a low skilled individual has not chance of hitting the head (and, even if you are Skill-0, there should be at least some chance that you get lucky and hit your target's head).

Unless I'm not thinking of something, I don't see how to make your proposal work.
 
Originally posted by Plankowner:
I didn't mention it in my post above, but I REALLY like this idea!

GOOD STUFF!
Thanks man!

Let me draw your attention to something I wrote in the first post...




===============================================
</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.
=================================================





You see, this is something to keep in mind when designing a hit location chart like this. Each hit location has to be an option each time a character hits.

What I've done here is make sure that, no matter your skill level, you have a chance to hit each of the hit locations
 
Originally posted by Plankowner:
I didn't mention it in my post above, but I REALLY like this idea!

GOOD STUFF!
Thanks man!

Let me draw your attention to something I wrote in the first post...




===============================================
</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.
=================================================





You see, this is something to keep in mind when designing a hit location chart like this. Each hit location has to be an option each time a character hits.

What I've done here is make sure that, no matter your skill level, you have a chance to hit each of the hit locations
 
Originally posted by flykiller:
a to-hit roll represents a certain subset of possible hit locations. a hit location is just that, one of many. one may dispense with the to-hit roll, and simply roll the hit location, including not only the hits on the target but also the misses, thus this needs one and only one roll.

something like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">12 head
11 leg
10 arm
9 torso
8 ---
7 ---
6 ---
5 ---
4 ---
3 ---
2 ---</pre>
not complete of course. does anyone try to do it this way? [/quote]Doing it this way, you run into some of the problems I mention above in my responses to Planky.
 
Originally posted by flykiller:
a to-hit roll represents a certain subset of possible hit locations. a hit location is just that, one of many. one may dispense with the to-hit roll, and simply roll the hit location, including not only the hits on the target but also the misses, thus this needs one and only one roll.

something like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">12 head
11 leg
10 arm
9 torso
8 ---
7 ---
6 ---
5 ---
4 ---
3 ---
2 ---</pre>
not complete of course. does anyone try to do it this way? [/quote]Doing it this way, you run into some of the problems I mention above in my responses to Planky.
 
Doing it this way, you run into some of the problems I mention above in my responses to Planky.
in a to-hit system, a shooter's skill is a vector - +2. in a hit-location system, a shooter's skill may become a range. +2 becomes -2<=x<=+2. would this work?
 
Doing it this way, you run into some of the problems I mention above in my responses to Planky.
in a to-hit system, a shooter's skill is a vector - +2. in a hit-location system, a shooter's skill may become a range. +2 becomes -2<=x<=+2. would this work?
 
using MT, I figure high rolls equal more damage, eh? aka high rolls probably hit more vulnerable areas.
So I pick one die and use it to determine hit location to check vs. armor for that location ( bullet-proof vest don't protect against head shots. )
6=head
5=chest
4=gut
3=leg
2=arm
1=graze ( like old westerns where hero gets winged in shoulder )

anyone of any skill can hit any location
head shot doesn't guarantee high damage...just that its much more likely.
graze can still bleed lots

hmmmm maybe a called shot can allow played to move the 'hit location' die to any nuber he wishes..an aimed called shot. just an idea.

one thing that must be played...first aid rules
seriously using first aid rules and what happens when first aid isn't given can make the game really nasty even if not 'bang..you're dead'
( more like bang!...you moan in agony as you bleed and try to patch yourself up while under fire before you pass out )
its more for 'chrome' than game effect anyways
 
using MT, I figure high rolls equal more damage, eh? aka high rolls probably hit more vulnerable areas.
So I pick one die and use it to determine hit location to check vs. armor for that location ( bullet-proof vest don't protect against head shots. )
6=head
5=chest
4=gut
3=leg
2=arm
1=graze ( like old westerns where hero gets winged in shoulder )

anyone of any skill can hit any location
head shot doesn't guarantee high damage...just that its much more likely.
graze can still bleed lots

hmmmm maybe a called shot can allow played to move the 'hit location' die to any nuber he wishes..an aimed called shot. just an idea.

one thing that must be played...first aid rules
seriously using first aid rules and what happens when first aid isn't given can make the game really nasty even if not 'bang..you're dead'
( more like bang!...you moan in agony as you bleed and try to patch yourself up while under fire before you pass out )
its more for 'chrome' than game effect anyways
 
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