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05-06-2020, 06:04 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) |
05-07-2020, 02:01 PM | #2 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: One-Man Armies from Supers vs. Mob Attacks from Zombies vs. other solutions
I had to whip up some code to see how good this really is or isn't.
Its not bad at all. The average number of hits is pretty darn close in most cases, with the rule giving slightly less hits for high skill and slightly more for low. It is a bit less likely to give that average, and of course it has some bunching behavior, but its a pretty good fit. Its certainly the most compact and easiest to use of the house rules, and without many of the pitfalls of the rapid fire adaptations from Supers and Zombies. It is a bit math heavy, but I personally prefer math to tables, and the math covers essentially any combination of numbers and skill.
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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! |
05-07-2020, 08:36 PM | #3 |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Re: One-Man Armies from Supers vs. Mob Attacks from Zombies vs. other solutions
Wow! Well, thanks! I appreciate you thoroughly checking it out, and I'm really glad that it seems (mostly) up to spec.
And I agree on the whole math over tables bit. The trickiest part, really, is probably that pesky Recoil, but I realized that it's probably better written as a fraction so that the margin of success can just be multiplied by the inverse. But what do you mean by it is a bit less likely to give the average? I just want to make sure I understand. For 4 enemies, using that +3 bonus on 10 for a total of 13, the average roll is 10, which is a margin 3, which gets 1 hit for the success plus another 1 hit for beating the recoil. I figured 2 hits would be the average out of 4 shots (at skill 10, of course). The base 1 hit for the success is the part I always forget about RoF, so I just want to make sure you took that into account too. And really. Thanks again. It means a lot to hear that I was successful in cobbling together some arcane symbols (ya know, math) into something useful!
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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) |
05-08-2020, 08:32 AM | #4 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: One-Man Armies from Supers vs. Mob Attacks from Zombies vs. other solutions
Quote:
the binomial (true method) gives an average of 35.3 hits when 37 opponents with skill 15 attack. your method gives an average of 32.4 hits, slightly less, because skill is high. the binomial (true method) gives an average of 6.00 hits when 37 opponents with skill 7 attack. your method gives an average of 6.74 hits, slightly more, because skill is low. Quote:
I really like the method though! its slick and it mostly just works! Do you mind if I stick it up on my blog? how do you want me to credit you?
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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! |
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05-08-2020, 05:10 PM | #5 | |||
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Re: One-Man Armies from Supers vs. Mob Attacks from Zombies vs. other solutions
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As for crediting me, you can credit me by Raekai and/or my name Greyson Yandt, and, if you wouldn't my linking my name to my blog, I would really appreciate it. (And I appreciate you offering to credit me, too!) I was planning on throwing up a post about this on my blog, and I would happily link to yours in return! Plus, that saves me some of the effort of actually writing this up myself...
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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) |
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05-08-2020, 06:36 PM | #6 |
Join Date: Jun 2013
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Re: One-Man Armies from Supers vs. Mob Attacks from Zombies vs. other solutions
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% 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%
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GURPS Overhaul |
05-10-2020, 04:41 PM | #7 | |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Re: One-Man Armies from Supers vs. Mob Attacks from Zombies vs. other solutions
Quote:
__________________
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) |
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05-11-2020, 08:14 AM | #8 | |
Join Date: Jun 2013
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Re: One-Man Armies from Supers vs. Mob Attacks from Zombies vs. other solutions
Quote:
This does require a calculator at the table, of course.
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GURPS Overhaul |
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05-11-2020, 08:26 AM | #9 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: One-Man Armies from Supers vs. Mob Attacks from Zombies vs. other solutions
You know, I'm surprised I haven't seen any dice rolling websites that are designed to just take N rolls, a target number, and tell you how many of them hit the specified thresholds. This is the computer age after all...
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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! |
05-11-2020, 09:30 AM | #10 | |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Re: One-Man Armies from Supers vs. Mob Attacks from Zombies vs. other solutions
Quote:
And you're right! This is begging for a web app. I wouldn't bother with multiple rolls and/or a calculator for quick stuff at the table, but we all have phones if not computers, so that'd be awesome. It seems like that wouldn't be too terribly hard to tack on to a lot of dice rolling sites.
__________________
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) |
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combat, mass combat, mob attacks, rules, supers |
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