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Using Skills in CT (...and other thoughts)

FIRST?


Sometimes, during a game, a GM looks at his players and has to decide who to "deal with" first. Maybe three characters have run into a bazaar near startown, and they're all three running off in different directions.

A GM could roll initiative in this situation, but there's a better way for these types of situations.

A GM could just go with which ever player speaks first (or the loudest), or he can follow this method, based on a character's stats.

Pick an appropriate stat, then roll that stat or less on 2D. Subtract the roll from the stat and go with the character with the lowest "difference" (that way, you're not always going with the character with the highest stat).

For example, I've got a situation in my game right now where three characters are in cold sleep, stacked in mobile units, outside, dirtside, in a field. There is artillery pounding the area (don't ask--it's a long story), and the concussion from the artillery rounds has tripped the decompression safeties on the cold berths. They are all three coming out of cold sleep, groggy, wondering what the hell all that pounding is about.

Who do I go with first?

Well, I had each character roll his END or less on 2D, and I went with the character who ended up with the lowest spread (difference) between his END score and his 2D throw--my logic being that that was the character who was best dealing physically with the trauma of coming out of cold sleep so abruptly.

SOC is a good stat to use when this type of roll comes up--good for adventures in cities an urbanized areas.
 
FIRST?


Sometimes, during a game, a GM looks at his players and has to decide who to "deal with" first. Maybe three characters have run into a bazaar near startown, and they're all three running off in different directions.

A GM could roll initiative in this situation, but there's a better way for these types of situations.

A GM could just go with which ever player speaks first (or the loudest), or he can follow this method, based on a character's stats.

Pick an appropriate stat, then roll that stat or less on 2D. Subtract the roll from the stat and go with the character with the lowest "difference" (that way, you're not always going with the character with the highest stat).

For example, I've got a situation in my game right now where three characters are in cold sleep, stacked in mobile units, outside, dirtside, in a field. There is artillery pounding the area (don't ask--it's a long story), and the concussion from the artillery rounds has tripped the decompression safeties on the cold berths. They are all three coming out of cold sleep, groggy, wondering what the hell all that pounding is about.

Who do I go with first?

Well, I had each character roll his END or less on 2D, and I went with the character who ended up with the lowest spread (difference) between his END score and his 2D throw--my logic being that that was the character who was best dealing physically with the trauma of coming out of cold sleep so abruptly.

SOC is a good stat to use when this type of roll comes up--good for adventures in cities an urbanized areas.
 
KNOCKDOWN


Whenever a character is hit and damaged in combat, there is a chance that the target will be knocked down by the force of the blow (either in melee or fire combat).

Whenever the Damage from the attack is higher than the character's DEX, roll DEX or less on 2D. Failing this means the character is knocked prone.
 
KNOCKDOWN


Whenever a character is hit and damaged in combat, there is a chance that the target will be knocked down by the force of the blow (either in melee or fire combat).

Whenever the Damage from the attack is higher than the character's DEX, roll DEX or less on 2D. Failing this means the character is knocked prone.
 
HIT LOCATION


I use a hit location chart in my games. Most armor typically only covers the torso. You may be interested to know that the first hit location chart below looks simple but is actually derived from REAL numbers from a report on gunshot wounds prepared by the ATF. I was amazed, when I saw that report, how close the percentages were for each body part on this simple chart. You can use this chart with confidence.

1. Head
2. Arm
3. Upper Torso
4. Lower Torso
5. Leg
6. Roll Again


Now, combat in Traveller is very deadly. And, with my multiple action rule, it can be even more deadly. So, in my game, I use a modified version of this chart.

If the roll to-hit is "even", I don't even worry with the chart. 50% of the time, I let the torso get hit (that's the main target area on a body anyway). This keeps characters ALIVE in an otherwise deadly game (because armor typically covers the torso). It also has the added benefit of being quick.

But, if the roll to-hit is "odd", I do roll on the chart. But, I use this chart instead of the (more realistic) chart above.

1. Head
2. Torso
3. Lt. Arm
4. Rt. Arm
5. Lt. Leg
6. Rt. Leg


Note that you can skew results on either hit location chart by using a modifer. A positive modifier will skew results to the lower regions of the body (good when fighting animals). A negative DM will skew results towards the head.

Also note that odd numbers on the chart tend to be the left side of the body, and even number tend to be on the right.

You can take this a step further and use the even/odd thing as a guide when describing, during the game, where the target was shot.

For example, if a "head" result is rolled, and the to-hit throw is odd (and the damage is low), I'll describe a bullet barley grazing the target's left ear.

If a "torso" result occurred, but the attacker rolled an even-numbered attack throw and is behind the target, I'll describe how the bullet smacked into the guy just under the right shoulder blade.
 
HIT LOCATION


I use a hit location chart in my games. Most armor typically only covers the torso. You may be interested to know that the first hit location chart below looks simple but is actually derived from REAL numbers from a report on gunshot wounds prepared by the ATF. I was amazed, when I saw that report, how close the percentages were for each body part on this simple chart. You can use this chart with confidence.

1. Head
2. Arm
3. Upper Torso
4. Lower Torso
5. Leg
6. Roll Again


Now, combat in Traveller is very deadly. And, with my multiple action rule, it can be even more deadly. So, in my game, I use a modified version of this chart.

If the roll to-hit is "even", I don't even worry with the chart. 50% of the time, I let the torso get hit (that's the main target area on a body anyway). This keeps characters ALIVE in an otherwise deadly game (because armor typically covers the torso). It also has the added benefit of being quick.

But, if the roll to-hit is "odd", I do roll on the chart. But, I use this chart instead of the (more realistic) chart above.

1. Head
2. Torso
3. Lt. Arm
4. Rt. Arm
5. Lt. Leg
6. Rt. Leg


Note that you can skew results on either hit location chart by using a modifer. A positive modifier will skew results to the lower regions of the body (good when fighting animals). A negative DM will skew results towards the head.

Also note that odd numbers on the chart tend to be the left side of the body, and even number tend to be on the right.

You can take this a step further and use the even/odd thing as a guide when describing, during the game, where the target was shot.

For example, if a "head" result is rolled, and the to-hit throw is odd (and the damage is low), I'll describe a bullet barley grazing the target's left ear.

If a "torso" result occurred, but the attacker rolled an even-numbered attack throw and is behind the target, I'll describe how the bullet smacked into the guy just under the right shoulder blade.
 
COVER


This is a quick method for resolving cover during fire combat.

Rather than calculating all those modifiers that make a target less likely to be hit while behind cover, roll the to-hit roll normally (without the cover mods).

Then, if hit is made, roll the hit location. If that part of the target's body is behind cover, then the shot slams into the cover (not the target character).

For example, let's say that Pete is firing from behind the corner of a hallway. Only his head and right arm are exposed.

An enemy would roll normally to hit Pete, but on a successful hit, all hit locations except the head and right arm would impact on the corridor wall.

Using this method of resloving cover (especially if you use my rule above about "even" hit always hitting the torso) will have an impact in speeding up your fire fights.
 
COVER


This is a quick method for resolving cover during fire combat.

Rather than calculating all those modifiers that make a target less likely to be hit while behind cover, roll the to-hit roll normally (without the cover mods).

Then, if hit is made, roll the hit location. If that part of the target's body is behind cover, then the shot slams into the cover (not the target character).

For example, let's say that Pete is firing from behind the corner of a hallway. Only his head and right arm are exposed.

An enemy would roll normally to hit Pete, but on a successful hit, all hit locations except the head and right arm would impact on the corridor wall.

Using this method of resloving cover (especially if you use my rule above about "even" hit always hitting the torso) will have an impact in speeding up your fire fights.
 
Dude! You have an incredible run of posts in the last two days! Impressive!

Some critiques? First of all, my Dext is higher than 4 - about an 8 (OK, 7).

Second, I kind of like the multiple actions concept, but there are only so many times you can pull the trigger (and recover in between) in 15 seconds. (CT assumes you are trying to get a sight picture with every shot, IIRC.) And, different actions require different proportions of that 15 seconds. So, unless you want to get down into some real detail, I would limit it to 3-4 actions.

Third. I like that "Who goes first?" bit. But, what happens if someone doesn't make the roll below their (in your example) Endur? Do they go last?

Fourth, I wouldn't make a Knocked Down roll solely against Dext. I've seen some really slow, really BIG guys take those shots and not go down. It's more of a mass thing, really....

Fifth, I would ask if you have a rule for aimed shots. I think the main reason for reducing the probability of hit with cover (besides not wanting to go into hit location charts) is that idea of getting a normal sight picture, then pulling the trigger. This means your chance of hitting something worthwhile is 8+. So, if you cover up part fo the target, but assume same level of sight picture fidelity, some greater percentage of those shots will hit the cover. Your way has the advantage of directly relating "percentages" without knowing the odds on 2d6. But, if someone went beyond the normal sight picture fidelity (like a really high Gun Cbt skill), their chance of hitting the exposed part should go up, not stay the same.

At this rate, you'll hit 1000 posts before Easter!
file_21.gif
 
Dude! You have an incredible run of posts in the last two days! Impressive!

Some critiques? First of all, my Dext is higher than 4 - about an 8 (OK, 7).

Second, I kind of like the multiple actions concept, but there are only so many times you can pull the trigger (and recover in between) in 15 seconds. (CT assumes you are trying to get a sight picture with every shot, IIRC.) And, different actions require different proportions of that 15 seconds. So, unless you want to get down into some real detail, I would limit it to 3-4 actions.

Third. I like that "Who goes first?" bit. But, what happens if someone doesn't make the roll below their (in your example) Endur? Do they go last?

Fourth, I wouldn't make a Knocked Down roll solely against Dext. I've seen some really slow, really BIG guys take those shots and not go down. It's more of a mass thing, really....

Fifth, I would ask if you have a rule for aimed shots. I think the main reason for reducing the probability of hit with cover (besides not wanting to go into hit location charts) is that idea of getting a normal sight picture, then pulling the trigger. This means your chance of hitting something worthwhile is 8+. So, if you cover up part fo the target, but assume same level of sight picture fidelity, some greater percentage of those shots will hit the cover. Your way has the advantage of directly relating "percentages" without knowing the odds on 2d6. But, if someone went beyond the normal sight picture fidelity (like a really high Gun Cbt skill), their chance of hitting the exposed part should go up, not stay the same.

At this rate, you'll hit 1000 posts before Easter!
file_21.gif
 
Originally posted by Fritz88:
Some critiques? First of all, my Dext is higher than 4 - about an 8 (OK, 7).
A DEX-4 character, under this multiple action system, would still get, usually, two actions in a round...three actions in a round when very, very lucky.

1st action is free.

2nd action: roll DEX-4 or less on 1D.

3rd action: roll DEX-4 or less on 2D.

4th action (which everybody at the table will scream about, jumping for joy, if it happened): roll DEX-4 or less on 3D.

5th action: Not possible with a DEX-4 character.


So, we're looking at a typical 2 actions per round for this low DEX-4 dude, with an occasional third action. I'm pretty-OK with that if we're talking about DEX-4.


[QUOTE)Second, I kind of like the multiple actions concept, but there are only so many times you can pull the trigger (and recover in between) in 15 seconds. (snip) And, different actions require different proportions of that 15 seconds. So, unless you want to get down into some real detail, I would limit it to 3-4 actions.[/QUOTE]

That's absolutely going to happen under this system. I agree with you.

Think...to get a 4th action, a guy has to roll his DEX or less on 5D. That's not going to happen too often. A guy with even a DEX-10 can only pull that off 3% of the time. Heck, a DEX-15 character can make that roll only 30% of the time--and we're talking about the peak of Human conditioning here.

So, definitely, definitely, I agree with you about the time allotted for actions in 15 seconds, but the multiple action rule DOES respect that time limit. (On top of this, if a character is wounded with his DEX lower than normal, the number of actions he can perform in a round also goes down proportionally.

Also--

Remember that I did make a mention of how much time there is in a round--that the GM needs to consider that something like throwing a grenade takes more than a second to perform (remember the example about only be able to walk and throw two grenades in a round above? That would only be three actions--and the character would HAVE to make two DEX checks).

Third. I like that "Who goes first?" bit. But, what happens if someone doesn't make the roll below their (in your example) Endur? Do they go last?
That was just a simple little mechanic to get things off in the right direction during a game--and not have to use initiative all the time (which I picture as more of a combat-oriented thing).

If nobody made the END check, as you suggest, I'd just go with the person rolled closest to their score (the least separation).

So, if the DEX-4 guy rolled a 5, and the DEX-10 guy rolled a 12, I'd go with the DEX-4 guy first.

Fourth, I wouldn't make a Knocked Down roll solely against Dext. I've seen some really slow, really BIG guys take those shots and not go down. It's more of a mass thing, really....
What's your suggestion, then? STR?

I want to keep it simple--I like clean simple rules in an rpg.

Fifth, I would ask if you have a rule for aimed shots.
I do. I just didn't post it.

T4 had a thingy that I like and adopted. In the T4 rules, targets are always assumed to be moving. If a target is stationary, then a +2DM is provided to the attack roll.

But, your question was about aiming.

In my game, a character can choose to aim and fire in a single round (regular combat is consider snapshots), but he only gets one action during the round (I guess you could break it up into two actions--he's aiming, then firing). But, it's only one attack throw.

The aiming character gives up the possibilty (or certainty, depending on his DEX) or more than one action (which probably means more than one attack) during a round, but in return gets a bonus on his to-hit roll.

First, he gets the bonus due him from any sights used on the weapon per standard CT rules.

Second, he gets a DM based on range to the character--and the DM is better the farther the target is from the attacking character (limited by weapon range, of course).

Close Range: +0 DM
Short Range: +1 DM
Medium Range: +2 DM
Long Range: +3 DM
Very Long Range: +4 DM

I think the main reason for reducing the probability of hit with cover (besides not wanting to go into hit location charts) is that idea of getting a normal sight picture, then pulling the trigger. This means your chance of hitting something worthwhile is 8+. So, if you cover up part fo the target...(snip)
Now, that's a VERY interesting point. Good comment.

I'll take it to heart--might even go back to using the CT cover modifiers because of what you just said.

My whole motivation for doing cover the way I am doing it is for speed of game play.

If an attack missed his regular roll, I didn't have to have had messed with cover modifiers. If he made his attack roll, I use a hit location system anyway..and I still didn't have to mess with cover mods.

I'm going to have to chew on your comments--but you've made a lot of sense.

At this rate, you'll hit 1000 posts before Easter!
file_21.gif
Naw, I just had a lot of stuff written up already for my game, so I posted it. I'll drop back into the shadows before long.
 
Originally posted by Fritz88:
Some critiques? First of all, my Dext is higher than 4 - about an 8 (OK, 7).
A DEX-4 character, under this multiple action system, would still get, usually, two actions in a round...three actions in a round when very, very lucky.

1st action is free.

2nd action: roll DEX-4 or less on 1D.

3rd action: roll DEX-4 or less on 2D.

4th action (which everybody at the table will scream about, jumping for joy, if it happened): roll DEX-4 or less on 3D.

5th action: Not possible with a DEX-4 character.


So, we're looking at a typical 2 actions per round for this low DEX-4 dude, with an occasional third action. I'm pretty-OK with that if we're talking about DEX-4.


[QUOTE)Second, I kind of like the multiple actions concept, but there are only so many times you can pull the trigger (and recover in between) in 15 seconds. (snip) And, different actions require different proportions of that 15 seconds. So, unless you want to get down into some real detail, I would limit it to 3-4 actions.[/QUOTE]

That's absolutely going to happen under this system. I agree with you.

Think...to get a 4th action, a guy has to roll his DEX or less on 5D. That's not going to happen too often. A guy with even a DEX-10 can only pull that off 3% of the time. Heck, a DEX-15 character can make that roll only 30% of the time--and we're talking about the peak of Human conditioning here.

So, definitely, definitely, I agree with you about the time allotted for actions in 15 seconds, but the multiple action rule DOES respect that time limit. (On top of this, if a character is wounded with his DEX lower than normal, the number of actions he can perform in a round also goes down proportionally.

Also--

Remember that I did make a mention of how much time there is in a round--that the GM needs to consider that something like throwing a grenade takes more than a second to perform (remember the example about only be able to walk and throw two grenades in a round above? That would only be three actions--and the character would HAVE to make two DEX checks).

Third. I like that "Who goes first?" bit. But, what happens if someone doesn't make the roll below their (in your example) Endur? Do they go last?
That was just a simple little mechanic to get things off in the right direction during a game--and not have to use initiative all the time (which I picture as more of a combat-oriented thing).

If nobody made the END check, as you suggest, I'd just go with the person rolled closest to their score (the least separation).

So, if the DEX-4 guy rolled a 5, and the DEX-10 guy rolled a 12, I'd go with the DEX-4 guy first.

Fourth, I wouldn't make a Knocked Down roll solely against Dext. I've seen some really slow, really BIG guys take those shots and not go down. It's more of a mass thing, really....
What's your suggestion, then? STR?

I want to keep it simple--I like clean simple rules in an rpg.

Fifth, I would ask if you have a rule for aimed shots.
I do. I just didn't post it.

T4 had a thingy that I like and adopted. In the T4 rules, targets are always assumed to be moving. If a target is stationary, then a +2DM is provided to the attack roll.

But, your question was about aiming.

In my game, a character can choose to aim and fire in a single round (regular combat is consider snapshots), but he only gets one action during the round (I guess you could break it up into two actions--he's aiming, then firing). But, it's only one attack throw.

The aiming character gives up the possibilty (or certainty, depending on his DEX) or more than one action (which probably means more than one attack) during a round, but in return gets a bonus on his to-hit roll.

First, he gets the bonus due him from any sights used on the weapon per standard CT rules.

Second, he gets a DM based on range to the character--and the DM is better the farther the target is from the attacking character (limited by weapon range, of course).

Close Range: +0 DM
Short Range: +1 DM
Medium Range: +2 DM
Long Range: +3 DM
Very Long Range: +4 DM

I think the main reason for reducing the probability of hit with cover (besides not wanting to go into hit location charts) is that idea of getting a normal sight picture, then pulling the trigger. This means your chance of hitting something worthwhile is 8+. So, if you cover up part fo the target...(snip)
Now, that's a VERY interesting point. Good comment.

I'll take it to heart--might even go back to using the CT cover modifiers because of what you just said.

My whole motivation for doing cover the way I am doing it is for speed of game play.

If an attack missed his regular roll, I didn't have to have had messed with cover modifiers. If he made his attack roll, I use a hit location system anyway..and I still didn't have to mess with cover mods.

I'm going to have to chew on your comments--but you've made a lot of sense.

At this rate, you'll hit 1000 posts before Easter!
file_21.gif
Naw, I just had a lot of stuff written up already for my game, so I posted it. I'll drop back into the shadows before long.
 
Some critiques? First of all, my Dext is higher than 4 - about an 8 (OK, 7).
I just realized you wanted me to address a bit higher DEX thand DEX-4.

OK, let's look at DEX-8.

(Remember that typical CT allows characters two actions in a round: they can move and attack, typically. I designed this multiple action rule to allow most characters to AT LEAST act twice in a round--unless they were very handicapped with their DEX, I wanted getting, typically, two actions in a round or more.)

DEX-8

1st action: free

2nd action: free (because you'll automatically make 8- by rolling 1D)

3rd action: Good chance of happening (about a 72% chance of success). Roll DEX-8 or less on 2D.

4th action: Probably won't happen. (only about a 26% chance of success). Roll DEX-8 or less on 3D.

5th action: Most likely won't happen. (about a 5% chance of success). Roll DEX-8 or less on 4D.

6th, 7th, or 8th action: Won't happen unless the character is very, very lucky. (all of these have about a 0% chance of success). Roll DEX-8 or less on 5D, 6D, or 7D.


In your comments, you wanted to keep actions during the 15 second combat round to 3-4 actions. Well, here ya go. Your DEX-8 will most likely get you 2-3 actions, occassionally a 4th action, and almost never get you a 5th, 6th, 7th, or 8th action.
 
Some critiques? First of all, my Dext is higher than 4 - about an 8 (OK, 7).
I just realized you wanted me to address a bit higher DEX thand DEX-4.

OK, let's look at DEX-8.

(Remember that typical CT allows characters two actions in a round: they can move and attack, typically. I designed this multiple action rule to allow most characters to AT LEAST act twice in a round--unless they were very handicapped with their DEX, I wanted getting, typically, two actions in a round or more.)

DEX-8

1st action: free

2nd action: free (because you'll automatically make 8- by rolling 1D)

3rd action: Good chance of happening (about a 72% chance of success). Roll DEX-8 or less on 2D.

4th action: Probably won't happen. (only about a 26% chance of success). Roll DEX-8 or less on 3D.

5th action: Most likely won't happen. (about a 5% chance of success). Roll DEX-8 or less on 4D.

6th, 7th, or 8th action: Won't happen unless the character is very, very lucky. (all of these have about a 0% chance of success). Roll DEX-8 or less on 5D, 6D, or 7D.


In your comments, you wanted to keep actions during the 15 second combat round to 3-4 actions. Well, here ya go. Your DEX-8 will most likely get you 2-3 actions, occassionally a 4th action, and almost never get you a 5th, 6th, 7th, or 8th action.
 
Originally posted by WJP:
[QB] INITIATIVE....In my game, initiaive Leadership task roll governed by INT.
I forgot to say, about initiative...

That damage can make you act slower (or not at all) in a round.

If one of a character's stats is reduced due to damage, use a -1DM on the initiative throw.

If two of the character's stats are reduced by damage, use a -2DM on the initiative throw.

If three of the character's stats are reduced by damage, use a -3DM on the initiative throw.


That way, you don't have hurt, injured dudes always acting as fast as they would fully rested and in good health.


If your roll is 0 or less, then the character is considered hesitating that round (he looses his round to act). Maybe his ribs hurt and it's hard to breathe--so he clasps his chest for 15 seconds before finding the energy to continue the fight.
 
Originally posted by WJP:
[QB] INITIATIVE....In my game, initiaive Leadership task roll governed by INT.
I forgot to say, about initiative...

That damage can make you act slower (or not at all) in a round.

If one of a character's stats is reduced due to damage, use a -1DM on the initiative throw.

If two of the character's stats are reduced by damage, use a -2DM on the initiative throw.

If three of the character's stats are reduced by damage, use a -3DM on the initiative throw.


That way, you don't have hurt, injured dudes always acting as fast as they would fully rested and in good health.


If your roll is 0 or less, then the character is considered hesitating that round (he looses his round to act). Maybe his ribs hurt and it's hard to breathe--so he clasps his chest for 15 seconds before finding the energy to continue the fight.
 
Good answers, WJP. (I haven't been up in a while :( ) I might say you have to roll less than rather than less than or equal to to reduce the chance of uber-ninjas. It reduces the number to roll by only one, but it makes it impossible to get the 4th action for Dex-4, rather than the 5th action. Chew on that one. :D
 
Good answers, WJP. (I haven't been up in a while :( ) I might say you have to roll less than rather than less than or equal to to reduce the chance of uber-ninjas. It reduces the number to roll by only one, but it makes it impossible to get the 4th action for Dex-4, rather than the 5th action. Chew on that one. :D
 
Originally posted by Fritz88:
Good answers, WJP.
I like this multiple action system too. It works very well in my game. Quick, and easy to implement--just the way I like my rules to work.

It also favors those characters with higher DEX, which is appropriate.

And, it doesn't mess with modifiers to a task like most multiple action rules do.

I like it a lot.

I might say you have to roll less than rather than less than or equal to to reduce the chance of uber-ninjas. It reduces the number to roll by only one, but it makes it impossible to get the 4th action for Dex-4, rather than the 5th action. Chew on that one. :D
That DEX-4 guy would have to roll 4 on 4D to get that fifth action. That's about a 0% chance of happening (0.0772%).

If a player can make that roll, then I'll be glad to give him a 5th action.

As for a fourth action, the DEX-4 guy would have almost a 2% chance of getting that one--again, if he can pull it off, let's give him the 4th action.

It won't happen often.


Your DEX-4 guy would break down like this--

1st Action - Automatic
2nd Action - 67%
3rd Action - 17%
4th Action - 1.85%
5th Action - 0.08%
6th Action - Impossible


So, your DEX-4 guy is pretty handicapped as far as multiple actions go. He'll get is first action free, like all characters do, and 7 times out of ten, he'll get a second action.

After that, it's very unlikely that the DEX-4 gentleman will get any more actions.

Remember, if one roll fails, he's done. If he fails the roll for a second action, there is no roll to see if a third action is possible.

As long as a character can keep rolling his DEX or less, increasing the die by one each time, he'll get an action--but most characters will get 2-4 actions tops.
 
Originally posted by Fritz88:
Good answers, WJP.
I like this multiple action system too. It works very well in my game. Quick, and easy to implement--just the way I like my rules to work.

It also favors those characters with higher DEX, which is appropriate.

And, it doesn't mess with modifiers to a task like most multiple action rules do.

I like it a lot.

I might say you have to roll less than rather than less than or equal to to reduce the chance of uber-ninjas. It reduces the number to roll by only one, but it makes it impossible to get the 4th action for Dex-4, rather than the 5th action. Chew on that one. :D
That DEX-4 guy would have to roll 4 on 4D to get that fifth action. That's about a 0% chance of happening (0.0772%).

If a player can make that roll, then I'll be glad to give him a 5th action.

As for a fourth action, the DEX-4 guy would have almost a 2% chance of getting that one--again, if he can pull it off, let's give him the 4th action.

It won't happen often.


Your DEX-4 guy would break down like this--

1st Action - Automatic
2nd Action - 67%
3rd Action - 17%
4th Action - 1.85%
5th Action - 0.08%
6th Action - Impossible


So, your DEX-4 guy is pretty handicapped as far as multiple actions go. He'll get is first action free, like all characters do, and 7 times out of ten, he'll get a second action.

After that, it's very unlikely that the DEX-4 gentleman will get any more actions.

Remember, if one roll fails, he's done. If he fails the roll for a second action, there is no roll to see if a third action is possible.

As long as a character can keep rolling his DEX or less, increasing the die by one each time, he'll get an action--but most characters will get 2-4 actions tops.
 
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