Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 09-21-2009, 11:38 AM   #1
Nymdok
 
Nymdok's Avatar
 
Join Date: Dec 2006
Location: Houston
Default [GM] Melee Combat Encounter Balance Table

There have been a couple of questions lately on Combat Encounter Balance. I figured Id make a table to help folks out.

Heres the spreadsheet. (Note: the lower tables are Deceptive Attack benefits which Ill discuss in another post. Were just interested in the top one right now.)

http://spreadsheets.google.com/ccc?k...qTHkxakE&hl=en

heres the short version:

for someone of Skill-Y to have a chance at damaging someone X% of the time, what should the enemies active defense be?

Note that this means the attack succeeds and the Defense Fails. This is for simple attacks and defense.

Code:
 S - 25 -50 - 75 
 8 -  4 - N -  N
 9 -  8 - N -  N
10 - 10 - 3 -  N
11 - 10 - 7 -  N
12 - 11 - 8 -  3
13 - 11 - 9 -  6
14 - 11 - 9 -  7
15 - 12 - 10 - 8
16 - 12 - 10 - 8
So if you want your players to land hits 50% of the time and they have skills of 14 the enemies active defense should be about 9.

Note that DR must then be taken into consideration to see if any damge makes it through.

Nymdok

p.s. This table was calculated using (CritOdds)+(NonCritOdds)x(DefenseOdds) = Landed Blow Odds assuming 17 and 18 were always failures.

Last edited by Nymdok; 09-22-2009 at 11:04 PM.
Nymdok is offline   Reply With Quote
Reply

Tags
balance, combat, table

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:12 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.