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05-06-2020, 05:04 PM | #1 |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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One-Man Armies from Supers vs. Mob Attacks from Zombies vs. other solutions
Hey, all!
I'm looking for something that will help me simulate multiple attacks (in a single round and/or over time), and it should ideally work for melee and ranged attacks. Which is most realistic? Which is better? Which makes the most... sense?
I've also taken a crack at my own system, but my math skills are (as I've said before) very lacking. I'll leave it here, and I'm hoping that someone will say "Wow, you did a great job!", "Just use [one of the rules above]—it's the best option because [reasons]!", and/or "There's a better/easier way to do this, and it's [explanation]!". Anyway, thanks for reading this far! I'd love to hear your thoughts. My Attempt at a Solution Please go easy on me. Code:
Steps Number Half#-0.5 Recoil Bonus 1 2 0.5 4 +2 2 4 1.5 2 +3 3 8 3.5 1 +3.5 4 16 7.5 0.5 +3.75 5 32 15.5 0.25 +3.875 *This might work for seconds in long combat, but I'm not sure. **I could be wrong about that too—I don't know what I'm doing. Oh gosh. Where did it all start? Consider a group of 2 people with skill 10. They will get at least one success 75% of the time and at least two successes 25% of the time. It's just like flipping coins. Well, 10 + 2 ≈ 75% and 10 - 2 ≈ 25%. So, it's a +2 bonus with Rcl 4. Right? So, I extrapolated from there, fussing with math for quite a while to find a pattern that seemed to fit at least somewhat well. You should see my notepad—I've used up over a dozen pages on numbers that don't make sense to me. I got 5 hours of sleep last night because my head was reeling from all of this math. I forgot to make dinner yesterday. Even today, I've spent too many hours on this, but I've learned that it's best to throw these things to the forums because someone with the right skills will have a much better answer than what I can come up with. Background I've spent too much time trying to figure out something that's almost Mass Combat but not quite Mass Combat. Do I use one of the above systems? Do I run it semi-narratively or like a D&D skill challenge? Do I use "Tactical Mass Combat" in Pyramid #3/44: Alternate GURPS II? I've tried all things Mass Combat, but it always felt like I had to tweak too many things and fudge too much in terms of who deserves what TS ("Heroes on the Mass Scale" from Pyramid #3/84: Perspectives almost fixes that problem), and I really like the idea of using something like RoF and Rcl so actual attacks can be resolved (because I think it better accounts for armor, vulnerabilities, injury tolerances, etc.). I was also inspired by a few shots (here, here, and here) at adjusting RoF and Rapid Fire. In particular, Douglas Cole mentioning a doubling table for RoF really got me thinking.
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
Tags |
combat, mass combat, mob attacks, rules, supers |
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