10-31-2009, 04:35 PM | #21 | |||
Join Date: Oct 2009
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Re: [GM] Individual Melee Combat Balance
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Assuming my math is correct, the chance to hit with 20 vs 13 reduced to 16 vs 11 is ... 42.6%, including automatical hits on a crit of <= 6. If you further reduce to 14 vs 10 the chance to hit is 46.3%, but you have less good crits and risk more crit fails. It's more pronounced with attack 20 vs. defense 16. Reduced to 16 vs 13 that's a 23.7% chance to hit, 14 vs. 12 is 24.9% and 12 vs 11 is 28.9%. Anyway, I can see why 16 is a good point to land on, but it's not always the sweet spot for the chance to hit. I guess 75% less critical failures make up for 20% less hits, but I'm not entirely sure. Regards, Ts |
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10-31-2009, 06:07 PM | #22 |
Join Date: Sep 2004
Location: Canada
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Re: [GM] Individual Melee Combat Balance
One place where the "general rule" about stopping at 16 breaks down is if your opponant has defenses so high that you need to take a greater penalty to just bring his defense down TO 16 and actually start impacting his chance of success/critical failure at all.
Although at that point it's usually worth more to just take a Rapid Strike and double your chances of getting a critical success and skipping his defenses altogether. But frankly, this sort of tactical simulation is NOT the point. This isn't a systematic attempt to replace actually playing the game - it's just meant to be a tool to try and make sure you're aiming in the right area.
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10-31-2009, 06:17 PM | #23 | |
Join Date: Dec 2006
Location: Houston
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Re: [GM] Individual Melee Combat Balance
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Your math IS right. Or at the very least, my chart agrees with you. :) The trick is that for 20 Attack vs 16 AD we see that 16 v 14 = 17.5 but 14 v 13 = 16.3 That extra -2:-1 step DECREASES your odds of hitting by 1.2%, not alot but it gets more severe (as you might expect). For 20 v 13 we have 20 v 13 = 23.7% 12 v 9 = 47.0% 10 v 8 = 37.5% Which drops your odds by 12.5% ! which again seems reasonable when considering that past 12, were 'giving up' more area under the curve to hit and not gaining enough on the 'fails his defense' side. Nymdok |
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10-31-2009, 06:20 PM | #24 |
Join Date: Dec 2006
Location: Houston
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Re: [GM] Individual Melee Combat Balance
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10-31-2009, 07:23 PM | #25 |
Join Date: Oct 2009
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Re: [GM] Individual Melee Combat Balance
"But numbers are ... you must ... how can you without them?"
Anyway. This was not meant to replace the game (well, not entirely), but to give the GM more understanding of the stats involved. I thought doing so was in line with the OP, and that I just tried to improve the technical quality, but maybe not. I'll be watching this thread anyway for good advice! Regards Ts |
10-31-2009, 09:13 PM | #26 | |
Join Date: Dec 2006
Location: Houston
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Re: [GM] Individual Melee Combat Balance
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Im not trying to dimiss your arguments, Im simply trying to show why I made the approximations I did. Nymdok p.s. I used these numbers to run up a little example here http://forums.sjgames.com/showthread...569#post876569 Id love to hear your thoughts in that thread or this one! |
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balance, d&d to gurps, game |
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