Plankowner
SOC-13
I didn't mention it in my post above, but I REALLY like this idea!
GOOD STUFF!
GOOD STUFF!
Let's say you're on one side of a tractor trailer. Your enemy is on the other side of the 18-wheeler.Originally posted by Merxiless:
What about Ling rolling 08 or 09?
And that type of thing never really bothered me.
TSSI, in spite of this problem (that is easily fixed), has a GREAT set of simple rules, allowing for quick, exciting game play.I liked that combat system a lot as it was very fast, and pretty detailed, as far as that went.
Thanks, bro. I do appreciate that.I applaud your effort here, and in other threads, you're doing great stuff.
Let's say you're on one side of a tractor trailer. Your enemy is on the other side of the 18-wheeler.Originally posted by Merxiless:
What about Ling rolling 08 or 09?
And that type of thing never really bothered me.
TSSI, in spite of this problem (that is easily fixed), has a GREAT set of simple rules, allowing for quick, exciting game play.I liked that combat system a lot as it was very fast, and pretty detailed, as far as that went.
Thanks, bro. I do appreciate that.I applaud your effort here, and in other threads, you're doing great stuff.
Under my HOUSE RULES, hit location is important because of armor and the protection it provides certain body parts.Originally posted by Plankowner:
S4, in your system, does hit location affect damage or is it color?
I note this in one of the above posts.If it affects damage, then the chart needs to account for higher skilled characters hitting more vital parts easier.
Under my HOUSE RULES, hit location is important because of armor and the protection it provides certain body parts.Originally posted by Plankowner:
S4, in your system, does hit location affect damage or is it color?
I note this in one of the above posts.If it affects damage, then the chart needs to account for higher skilled characters hitting more vital parts easier.
Not that I can figure...and still keep a good chart where all locations are possible no matter the attacker's skill.Originally posted by Plankowner:
Is there a way to allow a greater chance of head shots for more highly skilled characters?
Remember that under my house rules, skill does influence "better damage", as I describe in the post above.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).
Not that I can figure...and still keep a good chart where all locations are possible no matter the attacker's skill.Originally posted by Plankowner:
Is there a way to allow a greater chance of head shots for more highly skilled characters?
Remember that under my house rules, skill does influence "better damage", as I describe in the post above.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).
Thanks man!Originally posted by Plankowner:
I didn't mention it in my post above, but I REALLY like this idea!
GOOD STUFF!
Thanks man!Originally posted by Plankowner:
I didn't mention it in my post above, but I REALLY like this idea!
GOOD STUFF!
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.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>
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?Doing it this way, you run into some of the problems I mention above in my responses to Planky.