Steve Jackson Games Forums One-Man Armies from Supers vs. Mob Attacks from Zombies vs. other solutions
 User Name Remember Me? Password
 Register FAQ Calendar Mark Forums Read

 Thread Tools Display Modes
05-11-2020, 10:17 AM   #11
Celjabba

Join Date: Sep 2006
Location: Luxembourg
Re: One-Man Armies from Supers vs. Mob Attacks from Zombies vs. other solutions

Quote:
 Originally Posted by Varyon I previously started to build a whole system, doing all manner of probability calculations, where you'd make one roll and it would handle a number of attacks, then you make another, and so forth. After testing it a bit, I found that rolling 3d three times (rather than a variable number of times depending on various factors) worked best. Basically, as noted above, you roll 3d against 10 three times. On a success, add your MoS+1 to your effective skill; on a failure, subtract your MoF. Once you have the final modified skill, check it on the below table. Multiply the success probability by the number of rolls you're resolving to determine how many successes you got (round normally; if you're more concerned about failures, use that column; in either case, round in favor of successes for 50%). If MoS/MoF matters, note that the results above simply state how many successes or failures you got; to determine margins, simply go down the line to the next probability (which tells you how many had MoS 1+), then the next (2+), and so forth. Code: ```Skill Success Failure 3 0.46% 99.54% 4 1.85% 98.15% 5 4.63% 95.37% 6 9.26% 90.74% 7 16.20% 83.80% 8 25.93% 74.07% 9 37.50% 62.50% 10 50.00% 50.00% 11 62.50% 37.50% 12 74.07% 25.93% 13 83.80% 16.20% 14 90.74% 9.26% 15 95.37% 4.63% 16 98.15% 1.85% 17 99.54% 0.46% 18 100.00% 0.00%``` As an example of it in action, consider someone with a RoF 10, Rcl 2, Malf 17 weapon firing it at full RoF for 100 (!) seconds. After accounting for the rapid fire bonus and SM/range, he's at effective skill 12. He rolls 15 (MoF 5), 8 (MoS 2), and 10 (MoS 0). That's -5, +3, +1, for a total of -1. We check the table and see 63 hit, 37 missed. With Rcl 2, we want to check each MoS 2 to see if we got additional hits. 9 shows 38 hits, so 38 of our 63 hits are MoS 2; 7 shows 16 hits (MoS 4); 5 shows 5 hits (MoS 6); 3 shows 0 hits. This means a total of 63+38+16+5=122 bullets (of the 1000 we sent flying through the air) hit the target. Of course, with skill 12 and Malf 17, MoF 5 corresponds to a malfunction; 16 (which is MoF 5 for our effective skill of 11) shows 2 failures, so we suffered 2 malfunctions. Optionally, if either would have prevented future attacks, you may want to randomly set when they happened (which will prevent some number of your attacks); alternatively, just assume they happened at the end. If you find the above too swingy, you could opt to average the results of the roll (in which case, I suggest getting rid of the +1 on successes; that's there so the average result is +0). This can result in fractional skill values; have another table for that. Code: ```Skill Success Failure 3 0.46% 99.54% 3.33 0.93% 99.07% 3.67 1.39% 98.61% 4 1.85% 98.15% 4.33 2.78% 97.22% 4.67 3.70% 96.30% 5 4.63% 95.37% 5.33 6.17% 93.83% 5.67 7.72% 92.28% 6 9.26% 90.74% 6.33 11.57% 88.43% 6.67 13.89% 86.11% 7 16.20% 83.80% 7.33 19.44% 80.56% 7.67 22.69% 77.31% 8 25.93% 74.07% 8.33 29.78% 70.22% 8.67 33.64% 66.36% 9 37.50% 62.50% 9.33 41.67% 58.33% 9.67 45.83% 54.17% 10 50.00% 50.00% 10.33 54.17% 45.83% 10.67 58.33% 41.67% 11 62.50% 37.50% 11.33 66.36% 33.64% 11.67 70.22% 29.78% 12 74.07% 25.93% 12.33 77.31% 22.69% 12.67 80.56% 19.44% 13 83.80% 16.20% 13.33 86.11% 13.89% 13.67 88.43% 11.57% 14 90.74% 9.26% 14.33 92.28% 7.72% 14.67 93.83% 6.17% 15 95.37% 4.63% 15.33 96.30% 3.70% 15.67 97.22% 2.78% 16 98.15% 1.85% 16.33 98.61% 1.39% 16.67 99.07% 0.93% 17 99.54% 0.46% 17.33 99.69% 0.31% 17.67 99.85% 0.15% 18 100.00% 0.00%``` Note this works equally well for attacks, defenses, point defense fire, HT rolls to avoid losing FP while running, and so forth. If it calls for a lot of Success Rolls, this will have you covered. It's an alternative to what you have; it's not necessarily better or worse, but some people may favor one over the other.
That look great !
Thanks, printed and filled just in case :)

05-14-2020, 09:05 AM   #12
ericthered
Hero of Democracy

Join Date: Mar 2012
Location: far from the ocean
Re: One-Man Armies from Supers vs. Mob Attacks from Zombies vs. other solutions

Quote:
 Originally Posted by Raekai If there's a simpler way to calculate the bonus for the lower numbers before it just becomes +4 forever, I'd love to know.
There is.

4* (Attacks-1)/(Attacks)
__________________
Be helpful, not pedantic

Worlds Beyond Earth -- my blog

Check out the PbP forum! If you don't see a game you'd like, ask me about making one!

05-14-2020, 03:31 PM   #13
Raekai
World's Worst Detective

Join Date: May 2011
Location: Columbus, Ohio
Re: One-Man Armies from Supers vs. Mob Attacks from Zombies vs. other solutions

Quote:
 Originally Posted by ericthered There is. 4* (Attacks-1)/(Attacks)
Incredible. So, my math (The Bonus is equal to Recoil multiplied by Half#-0.5) just happened to work. Your math is so much easier. Thank you!

 Tags combat, mass combat, mob attacks, rules, supers

 Thread Tools Display Modes Linear Mode

 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 Rules
 Forum Jump User Control Panel Private Messages Subscriptions Who's Online Search Forums Forums Home Illuminati Headquarters     SJ Games Discussion     Daily Illuminator     Forum Feedback and Help Warehouse 23     Warehouse 23 General Discussion     Warehouse 23 Digital     Pyramid Munchkin     Munchkin 101     Munchkin     Munchkin Collectible Card Game     Other Munchkin Games Roleplaying     Dungeon Fantasy Roleplaying Game         DFRPG Resources     GURPS         GURPS Resources         GURPS Character Assistant     Transhuman Space     Traveller     The Fantasy Trip         The Fantasy Trip: House Rules     In Nomine     Roleplaying in General     Play By Post Board and Card Games     Car Wars         Car Wars Old Editions     Ogre and G.E.V.         Ogre Video Game         Ogre Scenarios     Board and Dice Games     Card Games     Miniatures The Gnomes of Zurich     The Industry     Conventions     Trading Post     Gamer Finder

All times are GMT -6. The time now is 09:22 PM.

 Contact Us - Steve Jackson Games - Privacy Statement - Top