07-22-2021, 07:58 AM | #31 |
Join Date: Sep 2019
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Re: combat without actual defense rolls?
Gollum, your rule is used in a Brazilian RPG called Daemon System. Its a percentege system, going all the way to 100% skill level. When combat happens, the attacker uses his skill, ( lets say, 80%), adds 50%, then subtracts the defender skill ( lets say, 60%). So in this case, the attacker would have 80+50-60 = 70%. This means that if he rolls under 70, he hits, if he rolls over, the defender hits him. So in one roll, the action was resolved and something actually happened, there is no useless roll. Mind you, a roll under 5% is a critical, and a roll over 95% is a critical failure, so if someone gets 0% chance, he always has a chance if he rolls under 5%.
As you can see, your rule works basically the same in GURPS, which i think is spot on. Of course, might not please everyone, but it works. It works for this other system and it would work in yours. |
07-29-2021, 04:10 AM | #32 | |
Join Date: Jul 2021
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Re: combat without actual defense rolls?
Quote:
I have a question regarding your table, did you consider that skills above 16 crit on 6? I think you did, if so, why in the 17 column the lowest number for attack success is 5? |
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07-29-2021, 10:24 AM | #33 |
Join Date: Aug 2018
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Re: combat without actual defense rolls?
Ultra-Lite just has you subtract half your opponent's DX+skill from yours to determine hits. Or full if they chose "Duck!" (Ultra-Lite's equivalent of All-Out Defense)
My guess is it's sort of similar to this chart except it can fully remove the ability to defend unlike full rules where you can always get that crit defense. Also Ultra-Lite lacks crit successes too. Neat thing about that is the combat skills like Swashbuckler/Knight also basically come with assumed armor/DR too. |
07-30-2021, 03:33 AM | #34 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: combat without actual defense rolls?
That almost sounds like D&D, with its assumption that higher level characters have more hit points.
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07-31-2021, 09:19 AM | #35 |
Join Date: May 2021
Location: Eastern Kentucky
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Re: combat without actual defense rolls?
Attacker Defenders Skill
Skill 5 6 7 8 9 10 11 12 13 14 15 16 5 4.50% 4.37% 4.18% 3.91% 3.59% 3.24% 2.89% 2.57% 2.30% 2.11% 1.98% 1.90% 6 8.92% 8.57% 8.06% 7.34% 6.48% 5.56% 4.63% 3.77% 3.05% 2.54% 2.19% 1.99% 7 15.54% 14.87% 13.88% 12.48% 10.82% 9.03% 7.23% 5.57% 4.18% 3.18% 2.52% 2.12% 8 24.81% 23.70% 22.03% 19.68% 16.90% 13.89% 10.88% 8.09% 5.75% 4.08% 2.97% 2.30% 9 35.85% 34.20% 31.72% 28.26% 24.13% 19.68% 15.22% 11.09% 7.63% 5.15% 3.50% 2.51% 10 47.77% 45.54% 42.20% 37.52% 31.94% 25.93% 19.91% 14.33% 9.65% 6.31% 4.08% 2.74% 11 59.69% 56.88% 52.67% 46.78% 39.76% 32.18% 24.59% 17.58% 11.68% 7.47% 4.66% 2.97% 12 70.73% 67.39% 62.37% 55.35% 46.99% 37.96% 28.94% 20.58% 13.55% 8.54% 5.20% 3.19% 13 80.00% 76.21% 70.52% 62.55% 53.07% 42.82% 32.58% 23.10% 15.13% 9.44% 5.65% 3.37% 14 86.63% 82.51% 76.34% 67.70% 57.41% 46.30% 35.19% 24.90% 16.26% 10.08% 5.97% 3.50% 15 91.04% 86.71% 80.22% 71.12% 60.30% 48.61% 36.92% 26.10% 17.01% 10.51% 6.18% 3.58% 16 93.69% 89.23% 82.54% 73.18% 62.04% 50.00% 37.96% 26.82% 17.46% 10.77% 6.31% 3.64% Chance is percent chance the attacker will hit. |
07-31-2021, 11:59 AM | #37 |
Join Date: Aug 2018
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Re: combat without actual defense rolls?
One major change would be that you would need to declare the defense before the attacker actually rolls which eliminates the whole "I can wait to see if it misses before committing" that GURPS usually has
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08-01-2021, 07:45 PM | #38 | |
Join Date: Dec 2004
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Re: combat without actual defense rolls?
Quote:
One simple method for a single attack roll combining offense & defense: Attack Roll = 10+((Attack Skill - Defense Skill)/2) So someone with skill 14 attacking someone with a skill 12 would need 11 or less to hit. The other way around would require a 9-. To translate Dodge rolls into a defensive skill, double it and subtract 6. That might be more arithmetic than desirable. Alternately, calculate attack value by dividing Attack skill by 2. Defense Value would just be Dodge, parry or block. So the attack roll would be: 13+(Attack Value-Defense Value) Range & hit location modifiers should be halved (rounding up.) The drawback is that it would result in even numbered skills being favored. |
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08-02-2021, 10:53 AM | #39 | |
Join Date: Jun 2013
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Re: combat without actual defense rolls?
Quote:
12v12: Under the current system, this is Attack 12 vs Parry 9. Under your proposal, this is Attack 6 vs Parry 9, or 10 to connect. 12v13: Under the current system, this is Attack 12 vs Parry 9, same as above. Under your proposal, with my modification, this is Attack 6 vs Parry 9.5, or 9.5 (9) to connect. 13v12: Current system, 13 vs 9. Proposal, 6.5 vs 9, or 10.5 (10) to connect. 13v13: Current system, 13 vs 9. Proposal, 6.5 vs 9.5, or 10 to connect. As you can see, under the current system, going from 12 to 13 gives an increased hit chance but no increased defense, favoring even-numbered skills. With your proposal with my modification, going from 12 to 13 has no effect on hit probability if your target has an even-numbered skill, but increases it if they have an odd-numbered skill; conversely, going from 12 to 13 reduces the enemy's hit probability if he/she has an even numbered skill and has no effect on hit probability if he/she has an odd-numbered skill.
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