Post by Lemunde on Mar 24, 2016 16:50:58 GMT
Note: As I will most likely be doing a periodic update in the form of a log it is likely you will not see any of these mechanics in-play. This is mostly stuff that will be going on in the background. These mechanics are also incomplete and will likely be tweaked and reworked periodically throughout the game.
My personal system uses 1 to 5 six-sided dice to determine the outcome of a situation, depending on how many bonuses and/or penalties are being applied to the check. You ask a yes/no question then roll a number of dice. Depending on if the outcome is likely or unlikely, you take the highest or the lowest roll and compare it to the chart below.
1. No and...
2. No
3. No
4. Yes
5. Yes
6. Yes and...
Alternatively:
1. Critical Failure
2. Failure
3. Failure
4. Success
5. Success
6. Critical Success
Impossible: .............Automatic failure
Extremely Unlikely: .....Roll 5d6, take the lowest (odds 1 in 10)
Very Unlikely: ..........Roll 4d6, take the lowest (odds 1 in 8)
Unlikely: ...............Roll 3d6, take the lowest (odds 1 in 6)
Somewhat Unlikely: ......Roll 2d6, take the lowest (odds 1 in 4)
Even odds: ..............Roll 1d6 (odds 1 in 2)
Somewhat Likely: ........Roll 2d6, take the highest (odds 3 in 4)
Likely: .................Roll 3d6, take the highest (odds 5 in 6)
Very Likely: ............Roll 4d6, take the highest (odds 7 in 8)
Extremely Likely: .......Roll 5d6, take the highest (odds 9 in 10)
Guaranteed: .............Automatic success
Classes of Damage and Armor
Class A: May also be referred to as "small arms damage". Most handguns and rifles as well as knives and stabbing weapons fall into this category. Most vehicle armor is immune to this type of damage though certain parts of vehicles might be susceptible such as tires or glass windows. Sensitive equipment such as computers or handheld scanners can be damaged or destroyed by Class A damage. A person or similarly sized creature can be wounded or killed by Class A damage.
Class B: Grenades and heavy machine guns fall into this category. Can damage or penetrate some types of hull plating. A person who is struck by this class of damage will most likely be killed or horribly wounded. Tank armor and corvette class and higher ship armor is generally immune to Class B damage.
Class C: Fighter aerospace craft, tanks and mechs generally carry weapons that can do Class C damage, such as missiles and plasma guns. Tank and ship armor is less capable of defending against this class of damage, though large ship classes are often equipped with hull armor that is immune.
Class D: Bombers and Corvettes can generally do Class D damage with torpedoes or plasma cannons. These weapons are designed for taking down larger ships though it often takes several hits on vital systems to do so.
Class E: Battle cruisers sometimes carry one, sometimes two Class E weapons which take up a large portion of the ship. Antimatter torpedoes and super plasma cannons fall into this category. Class E damage is generally enough to take down an opposing battle cruiser, space station, or a city on a planet in a single hit, though this often comes at a cost.
Class F: Class F damage is viewed as beyond the capabilities of current technology, though some speculate it may have existed in the distant past. This class of damage is what is required to destroy a large moon or a planet. While concentrated fire from Class E weapons can devastate the surface of a planet given enough time, Class F damage is capable of doing so in a single strike. A ship maneuvering an asteroid into position to strike a planet could be viewed as using Class F damage.
Combat Mechanics
Combat generally involves each creature selecting an area of a creature they want to attack and then rolling an number of six sided dice to determine if they injured the target creature and, if so, rolling again to see if they successfully damaged the area they were trying to hit. For example:
Creatures typically have the following targetable areas...
Head: Affects thinking, perception and the ability to speak. Somewhat difficult to damage. Vital.
Torso: Generally includes heart, lungs, digestive system and a large portion of the nervous system. Has an overall affect on everything. Difficult to damage. Vital.
Arm: Affects anything the arm is using or wielding. Destroying it renders the arm useless.
Leg: Affects mobility. Destroying it generally causes the creature to lose the ability to stand.
My personal system uses 1 to 5 six-sided dice to determine the outcome of a situation, depending on how many bonuses and/or penalties are being applied to the check. You ask a yes/no question then roll a number of dice. Depending on if the outcome is likely or unlikely, you take the highest or the lowest roll and compare it to the chart below.
1. No and...
2. No
3. No
4. Yes
5. Yes
6. Yes and...
Alternatively:
1. Critical Failure
2. Failure
3. Failure
4. Success
5. Success
6. Critical Success
Impossible: .............Automatic failure
Extremely Unlikely: .....Roll 5d6, take the lowest (odds 1 in 10)
Very Unlikely: ..........Roll 4d6, take the lowest (odds 1 in 8)
Unlikely: ...............Roll 3d6, take the lowest (odds 1 in 6)
Somewhat Unlikely: ......Roll 2d6, take the lowest (odds 1 in 4)
Even odds: ..............Roll 1d6 (odds 1 in 2)
Somewhat Likely: ........Roll 2d6, take the highest (odds 3 in 4)
Likely: .................Roll 3d6, take the highest (odds 5 in 6)
Very Likely: ............Roll 4d6, take the highest (odds 7 in 8)
Extremely Likely: .......Roll 5d6, take the highest (odds 9 in 10)
Guaranteed: .............Automatic success
Classes of Damage and Armor
Class A: May also be referred to as "small arms damage". Most handguns and rifles as well as knives and stabbing weapons fall into this category. Most vehicle armor is immune to this type of damage though certain parts of vehicles might be susceptible such as tires or glass windows. Sensitive equipment such as computers or handheld scanners can be damaged or destroyed by Class A damage. A person or similarly sized creature can be wounded or killed by Class A damage.
Class B: Grenades and heavy machine guns fall into this category. Can damage or penetrate some types of hull plating. A person who is struck by this class of damage will most likely be killed or horribly wounded. Tank armor and corvette class and higher ship armor is generally immune to Class B damage.
Class C: Fighter aerospace craft, tanks and mechs generally carry weapons that can do Class C damage, such as missiles and plasma guns. Tank and ship armor is less capable of defending against this class of damage, though large ship classes are often equipped with hull armor that is immune.
Class D: Bombers and Corvettes can generally do Class D damage with torpedoes or plasma cannons. These weapons are designed for taking down larger ships though it often takes several hits on vital systems to do so.
Class E: Battle cruisers sometimes carry one, sometimes two Class E weapons which take up a large portion of the ship. Antimatter torpedoes and super plasma cannons fall into this category. Class E damage is generally enough to take down an opposing battle cruiser, space station, or a city on a planet in a single hit, though this often comes at a cost.
Class F: Class F damage is viewed as beyond the capabilities of current technology, though some speculate it may have existed in the distant past. This class of damage is what is required to destroy a large moon or a planet. While concentrated fire from Class E weapons can devastate the surface of a planet given enough time, Class F damage is capable of doing so in a single strike. A ship maneuvering an asteroid into position to strike a planet could be viewed as using Class F damage.
Combat Mechanics
Combat generally involves each creature selecting an area of a creature they want to attack and then rolling an number of six sided dice to determine if they injured the target creature and, if so, rolling again to see if they successfully damaged the area they were trying to hit. For example:
A wolf is attacking a man's leg with it's jaws. The man is fighting off the wolf by attacking it in the head with a club. Since this is the first round of combat and no particular skills or advantageous situations apply, each rolls a single d6 to determine if they successfully injured the other or not. The turns are considered simultaneous so it does not matter who goes first.
The man rolls a 1. Rolling a 1, 2, or 3 means he fails, either missing the wolf or failing to hit hard enough to injure it. The wolf rolls a 5. Rolling a 4 or a 5 means he successfully injures the man. However only rolling a 6 is enough to attempt to damage the area. Think of the first as a measure of how injured the creature is overall and the second as a measure of the damage of the specific area. It might be easier (if inaccurate) to think of it as damaging armor to get to vital areas which in turn may take damage. Really injuries are a measure of a creature's overall ability to defend itself. Attacking an injured creature grants a benefit to the attacker's roll as injured creatures are typically easier to hit. This increases the chances that the creature will sustain further injury and adds a greater potential to having a vital area damaged. The man is now slightly injured.
The next round the man rolls a 5 against the wolf, injuring it. Since the man is slightly injured, the wolf gets to roll two d6s and take the higher roll. He rolls a 2 and a 6. This time not only does he injure the man further but he also gets to roll another d6 to see if he damages the leg. He rolls a 2. At this point the man is injured and the wolf is slightly injured.
On the third round the man gets to roll twice and take the higher. He rolls two fours, further injuring the wolf. The wolf rolls three times, getting a 1, 2 and 4. The man is now very injured and the wolf is now injured.
Fourth round, the man rolls a 1, 3, and 6. He injures the wolf further and gets to roll again. He rolls a 2, failing to damage the wolf's head. The wolf rolls a 1, 3, 5, and 6. Rolling again he gets another 6. On a 4 or 5 he would have damaged the leg giving the man certain penalties and granting the wolf a bonus to damaging the leg. Since he rolled a 6, that means the leg is automatically rendered useless. The man drops to the ground, unable to stand. The wolf now gets an additional bonus to attacking the man in this state and the man is incapable of running away.
There is no circumstance where you should ever have to roll more than 5 dice. In any circumstance where you would need to roll more, it's considered an automatic 1 or 6, depending on whether it's a disadvantage or an advantage. The man is now severely injured which would grant the wolf a bonus of 4, allowing him to roll 5 dice. Since the man is also unable to stand, that brings it to 6 dice. Now the wolf can attack any part of the man's body without having to roll to injure. Now the man is severely injured and the wolf is very injured.
Fifth round, the man rolls four 3s, failing to injure the wolf further. The wolf automatically injures the man and attacks the torso, rolling a 5. The man is now horribly injured (maximum injury state) with a mangled leg and a bite to the chest. Sixth round, The man rolls a 3, 4 and two 6s, injuring the wolf further but failing to damage the head by rolling a 2. The wolf continues attacking the chest but rolls two 3s.
Seventh round, man rolls 2, 2, 3, 4, 5. Next round the man can attack the head directly without having to roll for injury. The wolf rolls a 3 and a 4, now tearing into the man's chest.
Eighth round. This time the tides turn rather sharply. The man rolls a 6 to the wolf's head. However the wolf rolls a 1, 4, and 6. As the wolf tears into the man's chest with it's strong jaws and starts ripping apart the vital organs, the man brings his club down in one last desperate attack, crushing the wolf's skull. Both the man and the wolf now lie in a bloody heap, dead.
The man rolls a 1. Rolling a 1, 2, or 3 means he fails, either missing the wolf or failing to hit hard enough to injure it. The wolf rolls a 5. Rolling a 4 or a 5 means he successfully injures the man. However only rolling a 6 is enough to attempt to damage the area. Think of the first as a measure of how injured the creature is overall and the second as a measure of the damage of the specific area. It might be easier (if inaccurate) to think of it as damaging armor to get to vital areas which in turn may take damage. Really injuries are a measure of a creature's overall ability to defend itself. Attacking an injured creature grants a benefit to the attacker's roll as injured creatures are typically easier to hit. This increases the chances that the creature will sustain further injury and adds a greater potential to having a vital area damaged. The man is now slightly injured.
The next round the man rolls a 5 against the wolf, injuring it. Since the man is slightly injured, the wolf gets to roll two d6s and take the higher roll. He rolls a 2 and a 6. This time not only does he injure the man further but he also gets to roll another d6 to see if he damages the leg. He rolls a 2. At this point the man is injured and the wolf is slightly injured.
On the third round the man gets to roll twice and take the higher. He rolls two fours, further injuring the wolf. The wolf rolls three times, getting a 1, 2 and 4. The man is now very injured and the wolf is now injured.
Fourth round, the man rolls a 1, 3, and 6. He injures the wolf further and gets to roll again. He rolls a 2, failing to damage the wolf's head. The wolf rolls a 1, 3, 5, and 6. Rolling again he gets another 6. On a 4 or 5 he would have damaged the leg giving the man certain penalties and granting the wolf a bonus to damaging the leg. Since he rolled a 6, that means the leg is automatically rendered useless. The man drops to the ground, unable to stand. The wolf now gets an additional bonus to attacking the man in this state and the man is incapable of running away.
There is no circumstance where you should ever have to roll more than 5 dice. In any circumstance where you would need to roll more, it's considered an automatic 1 or 6, depending on whether it's a disadvantage or an advantage. The man is now severely injured which would grant the wolf a bonus of 4, allowing him to roll 5 dice. Since the man is also unable to stand, that brings it to 6 dice. Now the wolf can attack any part of the man's body without having to roll to injure. Now the man is severely injured and the wolf is very injured.
Fifth round, the man rolls four 3s, failing to injure the wolf further. The wolf automatically injures the man and attacks the torso, rolling a 5. The man is now horribly injured (maximum injury state) with a mangled leg and a bite to the chest. Sixth round, The man rolls a 3, 4 and two 6s, injuring the wolf further but failing to damage the head by rolling a 2. The wolf continues attacking the chest but rolls two 3s.
Seventh round, man rolls 2, 2, 3, 4, 5. Next round the man can attack the head directly without having to roll for injury. The wolf rolls a 3 and a 4, now tearing into the man's chest.
Eighth round. This time the tides turn rather sharply. The man rolls a 6 to the wolf's head. However the wolf rolls a 1, 4, and 6. As the wolf tears into the man's chest with it's strong jaws and starts ripping apart the vital organs, the man brings his club down in one last desperate attack, crushing the wolf's skull. Both the man and the wolf now lie in a bloody heap, dead.
Creatures typically have the following targetable areas...
Head: Affects thinking, perception and the ability to speak. Somewhat difficult to damage. Vital.
Torso: Generally includes heart, lungs, digestive system and a large portion of the nervous system. Has an overall affect on everything. Difficult to damage. Vital.
Arm: Affects anything the arm is using or wielding. Destroying it renders the arm useless.
Leg: Affects mobility. Destroying it generally causes the creature to lose the ability to stand.