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Hit Location without an extra roll

FYI,

White Dwarf #28 has the most extensive hit location chart(s) I've ever seen for any rpg (and I've seen some doozies, if you think about Rune Quest and some of the ones that have been established for D&D).

This one's for Traveller, though.

I'd post more about it, but it's just too big to easily type.

-S4
 
FYI,

White Dwarf #28 has the most extensive hit location chart(s) I've ever seen for any rpg (and I've seen some doozies, if you think about Rune Quest and some of the ones that have been established for D&D).

This one's for Traveller, though.

I'd post more about it, but it's just too big to easily type.

-S4
 
For Traveller you say? Interesting.

I have one for D&D from the late 70's or early 80's around here somewhere that is a bit involved. If I remember...

It is several pages, cross-referencing each weapon to each armor in tables with percentage rolls that are then looked up in hit location and damage type tables. Never used it, just too much work. Not sure why I bought it... oh wait, it was on sale I think :rolleyes: Might have been an ICE (Iron Crown Enterprises) product.

So yeah, anything more than simple don't worry about trying to type it up for my sake
 
For Traveller you say? Interesting.

I have one for D&D from the late 70's or early 80's around here somewhere that is a bit involved. If I remember...

It is several pages, cross-referencing each weapon to each armor in tables with percentage rolls that are then looked up in hit location and damage type tables. Never used it, just too much work. Not sure why I bought it... oh wait, it was on sale I think :rolleyes: Might have been an ICE (Iron Crown Enterprises) product.

So yeah, anything more than simple don't worry about trying to type it up for my sake
 
Originally posted by far-trader:
So yeah, anything more than simple don't worry about trying to type it up for my sake
Well, it doesn't seem as involved as the multi-page one you mention. But, it does have broken bones, extra damage, differences by weapon type, healing rules, and nasty little things that can happen to any one hit location.

It's neat, but, heck, I don't even want to roll one-time on a hit location chart (thus, this thread) much less rolling a couple of times for various things as this chart in WD would have you do.

Yeah, it's not simple enough for me either. Quick, fast, easy rules...that's where it's at.

-S4
 
Originally posted by far-trader:
So yeah, anything more than simple don't worry about trying to type it up for my sake
Well, it doesn't seem as involved as the multi-page one you mention. But, it does have broken bones, extra damage, differences by weapon type, healing rules, and nasty little things that can happen to any one hit location.

It's neat, but, heck, I don't even want to roll one-time on a hit location chart (thus, this thread) much less rolling a couple of times for various things as this chart in WD would have you do.

Yeah, it's not simple enough for me either. Quick, fast, easy rules...that's where it's at.

-S4
 
That means, in effect, that anyone with a weapon-2 skill will be able to pick where they hit almost every time they are successful on an attack roll.
yes, if they roll that high. and someone rolling that high and having skill level 2 might be allowed to so pick. but the average roll will be 7, +2 for skill, for 9, for a typical hit on the torso - this seems reasonable.

of course, one must also include range, motion, and weapon type modifiers to the roll, and these may be fairly applied as vectors.
I allow the bump as described above at the expense of damage.
a round should do damage based on its nature and impact point, not on the intent of the one firing it.
 
That means, in effect, that anyone with a weapon-2 skill will be able to pick where they hit almost every time they are successful on an attack roll.
yes, if they roll that high. and someone rolling that high and having skill level 2 might be allowed to so pick. but the average roll will be 7, +2 for skill, for 9, for a typical hit on the torso - this seems reasonable.

of course, one must also include range, motion, and weapon type modifiers to the roll, and these may be fairly applied as vectors.
I allow the bump as described above at the expense of damage.
a round should do damage based on its nature and impact point, not on the intent of the one firing it.
 
I used a custom D66 hit location chart in my MT games and tried to apply mods to damage, special effects (being hit in the head is generally not a good thing), and to consider what actual armour one has in a given location (unfortunately, that's a speculative excercise as Traveller assumes a uniform armour coverage or a composite rating).

I like anything that I can roll with one mitt-full of dice. D&D is like that - we roll a D20 to hit, another coloured D20 to confirm a crit, and damage dice... all at once. So you can read the result without another 'gather the dice, roll, find the dice that leapt off the table, re-roll, resolve cocked die, etc' cycles.

So in MT, we rolled white 2D6 for the shot and a red and a black D6 for the D66 hit location. If you missed the shot, you didn't care about the D66. If you hit, then you checked where it hit. D66 table wasn't that hard to memorize either. And it made application of cover easy.
 
I used a custom D66 hit location chart in my MT games and tried to apply mods to damage, special effects (being hit in the head is generally not a good thing), and to consider what actual armour one has in a given location (unfortunately, that's a speculative excercise as Traveller assumes a uniform armour coverage or a composite rating).

I like anything that I can roll with one mitt-full of dice. D&D is like that - we roll a D20 to hit, another coloured D20 to confirm a crit, and damage dice... all at once. So you can read the result without another 'gather the dice, roll, find the dice that leapt off the table, re-roll, resolve cocked die, etc' cycles.

So in MT, we rolled white 2D6 for the shot and a red and a black D6 for the D66 hit location. If you missed the shot, you didn't care about the D66. If you hit, then you checked where it hit. D66 table wasn't that hard to memorize either. And it made application of cover easy.
 
I like anything that I can roll with one mitt-full of dice.
(smile) yes, I guess that does technically meet the "no extra roll" concept.

did you then allow the shooter to use his skill to adjust the hit location?
 
I like anything that I can roll with one mitt-full of dice.
(smile) yes, I guess that does technically meet the "no extra roll" concept.

did you then allow the shooter to use his skill to adjust the hit location?
 
Originally posted by kaladorn:
So in MT, we rolled white 2D6 for the shot and a red and a black D6 for the D66 hit location. If you missed the shot, you didn't care about the D66. If you hit, then you checked where it hit. D66 table wasn't that hard to memorize either. And it made application of cover easy.
This type of thing can easily run into problems if its not completely thought out and well-implemented.

For example, a D66 location of 11 will mostly likely never be hit because the attacker rolled snake-eyes. He'd need a +6DM to get it to a "hit".

Same thing for D66 hit locations 12 and 21. Since the character rolled a "3" on his attack, those hit locations typically won't be hit.

And, because a 2D progression is weighted towards a result of "7", you'll find that your hit locations of 34, 43, 25, 52, 16, and 61 are hit much more often than, say, hit location 55.

So, with hit locations like 11, 12, and 21 (among others) unlikely to be hit at all, and hit locations like 34, 61, and 52 hit most often, a GM deciding which hit locations are assigned to which body parts is a very, very tricky endeavor.

Added to this problem is that you want to make all body parts available to be hit no matter the skill level. Another problem with this system is posed.

For example, hit location 22 won't be hit that often unless the character has some high DMs. If he's just got Skill-1 (as many Traveller character skills are), then, odds are, he's unlikely to hit location 22 unless situational DMs raise his attack total of 5 by three more points.

If hit location 22 is, let's say, the right knee, that means that the right knees of every target will hardly ever be hit...but characters with high skill will definitely hit them more often.

It's a big can of worms that is opened when a hit location chart is operated this way.

-S4
 
Originally posted by kaladorn:
So in MT, we rolled white 2D6 for the shot and a red and a black D6 for the D66 hit location. If you missed the shot, you didn't care about the D66. If you hit, then you checked where it hit. D66 table wasn't that hard to memorize either. And it made application of cover easy.
This type of thing can easily run into problems if its not completely thought out and well-implemented.

For example, a D66 location of 11 will mostly likely never be hit because the attacker rolled snake-eyes. He'd need a +6DM to get it to a "hit".

Same thing for D66 hit locations 12 and 21. Since the character rolled a "3" on his attack, those hit locations typically won't be hit.

And, because a 2D progression is weighted towards a result of "7", you'll find that your hit locations of 34, 43, 25, 52, 16, and 61 are hit much more often than, say, hit location 55.

So, with hit locations like 11, 12, and 21 (among others) unlikely to be hit at all, and hit locations like 34, 61, and 52 hit most often, a GM deciding which hit locations are assigned to which body parts is a very, very tricky endeavor.

Added to this problem is that you want to make all body parts available to be hit no matter the skill level. Another problem with this system is posed.

For example, hit location 22 won't be hit that often unless the character has some high DMs. If he's just got Skill-1 (as many Traveller character skills are), then, odds are, he's unlikely to hit location 22 unless situational DMs raise his attack total of 5 by three more points.

If hit location 22 is, let's say, the right knee, that means that the right knees of every target will hardly ever be hit...but characters with high skill will definitely hit them more often.

It's a big can of worms that is opened when a hit location chart is operated this way.

-S4
 
For example, a D66 location of 11 will mostly likely never be hit because the attacker rolled snake-eyes. He'd need a +6DM to get it to a "hit".
no, the to-hit dice and the hit location dice are separate dice. the to-hit dice result has no bearing on the hit location roll.
 
For example, a D66 location of 11 will mostly likely never be hit because the attacker rolled snake-eyes. He'd need a +6DM to get it to a "hit".
no, the to-hit dice and the hit location dice are separate dice. the to-hit dice result has no bearing on the hit location roll.
 
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