MorbidDon 178 Posted June 30, 2016 (edited) This will explain in total the concept of Damage by Degrees of Success... First Off - DoS used herein uses Standard Success & Standard Failure rates (see Rogue Trader basic rules on Rolling Dice) DEGREES OF SUCCESS (revised back to the way Rogue Trader does the "count") Revised: For most tests, it is enough to know whether a character succeeded or failed. Stand Success: If you score a value within 10 or less of your characteristic a Standard Success is achieved. Standard Failure: If you score a value within 10 or more of your Characteristic a Standard Failure is incurred. Sometimes, however, it is useful to know how well a character succeeded, or how badly he failed. This is particularly important with social Skills, such as Charm and Inquiry, as well certain combat situations, such firing a gun capable of a semi-automatic or fully automatic burst. Measuring degrees of success and failure in a Skill or Characteristic Test is straightforward. After the percentage roll is made, compare the roll with the modified Characteristic score... For each full 10 points by which the Characteristic was exceeded, one degree of success is achieved. Conversely for each 10 full points by which the test failed, one degree of failure is gained. Gist: the +10 Automatic Bonus "given" in DH2 has been eliminated as it resulted in cumulative bonuses that are too robust for this DoS Damage System Advantage vs. Disadvantage (adopted from D&D 5e)When your Attack is at "Advantage" roll 1D100 Twice and take the better of the Two RollsWhen your Attack is at "Disadvantage" roll 1D100 Twice and take the worst of the Two Rolls Combat Distance / Range (Grid Style Play - ala Roll20 or Fantasy Grounds)Shooting in combat in this system comes in ONE of TWO Flavors: Structured Time (i.e. when you are in Combat on a Round per Round basis)Narrative Time (i.e. when you are "Story Mode" whereby "Rounds" aren't being tracked and much is glossed over in most cases)All Range bonuses in the CORE Book are ignored while shooting in Structured TimeRange bonuses are retained only when firing while in Narrative Time (i.e. raw vanilla rule out of Core Book)Ranged Weapons in this System have be categorized into; Immediate, Short-A, Short-B (Medium), Long "Distances" Point-Blank = 1 Box (adjacent)Immediate = 2 to 5 BoxesShort-A = 5 to 9 BoxesShort-B = 9 to 14 BoxesLong = 14 to 20 BoxesExtreme = Visual Sight From Here - Modifiers are Applied ONLY when within "Goldielox" Zone (i.e. Immediate would be between 2 to 5 Boxes) NEW Definitions: Dazed: Victim can only perform HALF ACTIONsFlanking: Victim is attacked one the same round from two opposing sides - left & right (not forward and rear - rear attack would be considered "Unaware")Invisible: Unperceived, unseen, either from Total Darkness (not smoke, mist or otherwise) or from Blindness or supernatural means...Squeezing: Victim occupies a "box" that is either being shared by an "ally" or said box isn't a full square (like when walls go 45' rather than 90' - i.e. a half box) + when squeezing Evasion is not possible!Stunned: Victim can't take any actions other than a single "Free" ACTIONUnaware (Flatfooted, Surprised): Victim who has not yet acted during a combat is flat-footed, not yet reacting normally to the situation. Additonally moreover for the Unaware status - this means they can't "see" or perceive the oncoming attack directed against them - like in the case of being attacked from behind - or the first intitial attack done by "surprise" aka ambush or the first attack done by an Invisible attacker... DoS - Weapon Damage has been replaced by a damage code that counts the Number of Success and Multiplies that by the first Value given in the new code... 2 DoS = 2 points of Damage per Success (this would represent your basic 1D10 Roll) Example: 1D10+2 now equals 2 DoS +2 (the "+2" is added after calculating Successes) If no Successes are SCORED than just apply the +2 by itself...Standard Success (Hit) Damage only applied the Modifier listed at the End of the Damage Code - for those Weapons that do not feature such a bonus Standard Success Hits do no damage... SEE NEXT POST FOR Continuation... Edited June 30, 2016 by MorbidDon Quote Share this post Link to post Share on other sites
MorbidDon 178 Posted June 30, 2016 (edited) Burst / Full AUTO Firing By definition Semi Auto Burst Fire grants a +10% Bonus to Hit while Full Auto Burst Fire grants -10% Burst Fire by definition grants an additional hit for every Two Successes scored Full Auto Fire grants an additional hit for every SINGLE Success Both are Half Actions (Page 219) Now to adjust to fit herein with DoS Damage model: I used Step Values (2, 5, 9, 14, 20, 27, 35, 44, 54, 65; and so on) If you look at my values they gradually increase by STEP VALUES +3, +4, +5, +6, +7, +8, +9, +10; and so one example; 20 minus 14 is 6 or step value of 6; 27 from 20 equals 7 and so one - that's the pattern above if you haven't figured it out... One Success STEP +2Two Success STEP +5Three Success STEP +9Four Success Step +14Five Success Step +20Six Success STEP +27Seven Success STEP +35Eight Success STEP +44Nine Success STEP +54Ten Success STEP +65 And so on... Base attack type DoS Damage is Soaked Individually from the "bonus" Step Damage (soak both values individually) Bracing - The two are combined together only when Bracing! (soak both values as a total) - even though it reads Brace Heavy Weapon; in these "houserules" you can Brace a NON-Heavy Weapon which will allow you the shooter to combined the total damage as one value - very very deadly... In order to Brace a Heavy Weapon in this way for "combined" damage would take the shooter not ONE Half Action but TWO (i.e. maintaining Game Balance herein) - think "Heavy Bolter" - this weapon would be "braced" for TWO Half Actions to gain the benefit from combined DoS+Step together... Example of PLAY: (Autogun) Brace Heavy Weapon (Half) + Fire either as Semi or Full (Half)... done (per BS attack roll) Example of PLAY: (Heavy Bolter) Brace Heavy Weapon (Half) + Brace Heavy Weapon (Half) / next Round Fire either as Semi or Full... done (per BS attack roll) A. DoS SoakB. Step Damage Soak OK Back to Rapid Fire For every TWO Success Burst Fire inflicts Step Damage Autogun S/3/10 2 DoS +3 Braced Weapon - Say I score a Four Success hit via Burst Fire; 2 x 4 = 8 + 3 = 11 damage PLUS (every two success hits) Then +5 Step Damage (step value one = 2 points while step value two = 5 points and so on) = a Total of 16 Points of Damage for this 4 Success Burst! Now take that 16 points of damage and soak it from that total! Not Braced - 11 Damage DoS (soak that first by itself) then +5 Step Damage (soak that second by itself) Full Auto (using the Autogun, Braced) Four Successes would equal Step Four value which is 14 Base damage in this case is again 11 (2 x 4 = 8 + 3 = 11) 14 + 11 = 25 Points of Damage for a Four Success Full Auto hit via an Autogun (when Braced) For all of the people griping the game isn't deadly enough - this here could conceivably solve that issue... STEP VALUES Step ONE = 2 Step TWO = 5 Step THREE = 9 Step FOUR = 14 Step FIVE = 20 Step SIX = 27 Step SEVEN = 35 Step EIGHT = 44 Step NINE = 54 Step TEN = 65 I didn't see any gun that had a ROF over 10 for Full Auto sooo my values above reflect that... That's it in total! P.S. Step Values were first derived from Step Dice from the old Earthdawn Game - in my case I've opted to create static values instead of STEP DICE... P.S.S. Good Luck scoring a TEN SUCCESS hit! GIST: Low Skilled Characters must rely on a crutch (higher ground, prey sense, whatever) High Skilled Characters don't need a crutch The NUMBERS (2, 5, 9, 14, 20...) I do understand the confusion and or complexity of utilizing a Step Value system but even that I didn't think was unintiuitive or difficult in and of itself if you keep adding one more to the next value as explained before 2, 5, 9, 14, 20, 27, 35, 44, 54, 65 2 to 5 is a difference of 3 5 to 9 is a difference of 4 9 to 14 is a difference of 5 and so on - or just print out the numbers or keep them handy if doing the math is too slow... Things that offset a low BS in a system that's using the DoS Damage herein Aiming +10 (Half) or +20 (Full) bonus to character’s next attack. Standard Attack +10 to WS or BS, make one melee or ranged attack. Accurate This grants an additional bonus of +10 to the firer’s Ballistic Skill when used with an Aim action, in addition to the normal bonus granted from Aiming Custom Grip performed receives a +5 to Ballistic Skill or Weapon Skill when wielding the weapon Motion predictor adds a +10 bonus to any Ballistic Skill test made as part of a Semi-Auto Burst or Full Auto Burst action. Red-Dot a +10 bonus to Ballistic Skill tests when firing a single shot. Targeter If there is a final penalty to a Ballistic Skill test when using a weapon with a targeter, it is reduced by ten. Thus, a Very Hard (–30) final penalty to hit becomes Hard (–20) for example. Hand-held Targeter a Half Action to grant another character +20 bonus to his next Ballistic Skill test when firing a weapon with the Indirect quality. Point-Blank Shot; Ballistic Skill tests made to attack a target at this range gain a +30 bonus Short Range; Point-Blank Shot; Ballistic Skill tests made to attack a target at this range gain a +10 bonus Stunned; Weapon Skill and Ballistic Skill tests to attack Stunned targets gain a +20 bonus Unaware Targets; Weapon Skill or Ballistic Skill tests made to attack Unaware targets gain a +30 bonus. Combined Goodness: Let say all factors are in my favor herein (stealth, conditions, etc and or whatever) My character waits in ambush - so my target is "Unaware" that's +30I've opted to do Semi Auto Burst, that's +0I'm on Higher Ground, that's another +10Let's add in "Flanking" (something I added to the game from D&D), that's another +10 Bonus +30 & +0 & +10 & +10 = +50!That's one of the best case scenarios omitting special equipment "mods" like "grip" and shht... LOLBy vanilla Characteristics starting off are 20 + 2D20 or or 21 to 40 - middle ground being 3030 + 50 = 80% with either a non-combat oriented character or a beginning combatacon - LOL Veterans will do well in this system... Edited June 30, 2016 by MorbidDon Quote Share this post Link to post Share on other sites
MorbidDon 178 Posted June 30, 2016 (edited) Hitting Multiple Targets via Burst / Full Auto "hits to targets within 2m of the original target as long as they're not harder to hit than the original" (i.e. adjacent box) That to me sounds like a lot of fun - so here we go! Braced Weapon: calculate your damage as if for the ONE single target (DoS + Step Value based of # of Successes) then divided that number amongst the number of viable targets present...Non-Braced Weapon: Take the DoS damage only and apply it alone to each target individually instead (there is no Step Damage component nor the need for division) Example (from above FOUR Success Hit): FOUR SUCCESS HIT (Braced) vs. THREE Targets (Full Auto - one hit per success) Autopistol: 2x4+2+14=24 damage, minus 7AP -3TB=14 penetrating damage Heavy Stubber: 2x4+4+14=26 damage, minus (7-3)AP -3TB=19 penetrating damage Step VALUE Four = 14 (2, 5, 9, 14, 20, 27, 35, 44, 54, 65) 14 "penetrating" damage (or Total Damage as I call it) - Take the 24 Damage from Autopistol and divide it evenly to each separate target (24 / 3 = 8 damage each before soak) - Take the 26 Damage from H. Stubber and apply it separately to each target to soak (26 / 3 = 8 to the 2nd/3rd targets while the primary takes 10 damage) Math: 10 + 8 + 8 = 26 (I'd apply any "remainders" from doing division to the primary target) That's it in essence - no additional rolls or anything needed! Example (from above FOUR Success Hit): FOUR SUCCESS HIT (Not-Braced) vs. THREE Targets (Full Auto - one hit per success) Autopistol: 2x4+2=10 damage, minus 7AP -3TB= 0 penetrating damage to each target Heavy Stubber: 2x4+4=12 damage, minus (7-3)AP -3TB= 2 penetrating damage to each target Abstraction is the key here not virtualization of physics nor gun science - go play "Traveler" for that mess LMFAO Braced Weapon 1) Roll to hit 2) Calculate "base" damage 3) Add Step 4) Divide total by number of targets 5) Deduct TB+AP Non-Braced Weapon 1) Roll to hit 2) Calculate "base" damage 3) Allocate hits TO the Targets 4) Deduct TB+AP from each target Hit individually Edited June 30, 2016 by MorbidDon Quote Share this post Link to post Share on other sites
MorbidDon 178 Posted June 30, 2016 Special ROUNDs and DoS Listings SPECIAL Ammo in order to address each variant: Page 165 CORE Book QUICK RULE CALLs: - Amputator Shells (no need to change anything - just apply that bonus to the TOTAL Damage at the end of your math) - Bleeder Rounds (each success scored = 1 round of Blood Loss occurs or until successfully treated) - Dumdum Bullets (no need to change anything - just apply that bonus to the TOTAL Damage at the end of your math) - Expander Rounds (no need to change anything - just apply that bonus to the TOTAL Damage at the end of your math) - Explosive Arrows / Quarrels (no need to change anything - just apply that bonus to the TOTAL Damage at the end of your math) - Hot-Shot Charge Packs (no need to change anything - just apply that bonus to the TOTAL Damage at the end of your math) - Inferno Shells (no need to change anything - just apply that bonus to the TOTAL Damage at the end of your math) - Man-Stopper Bullets (no need to change anything - just apply that bonus to the TOTAL Damage at the end of your math) - Scrambler Rounds (no need to change anything - just apply that bonus to the TOTAL Damage at the end of your math) - Tempest Bolt Shells (no need to change anything - just apply that bonus to the TOTAL Damage at the end of your math) - Tox Rounds (no need to change anything - just apply that bonus to the TOTAL Damage at the end of your math) OK EVERYTHING above in the CORE Book only adds a +2 here or a +1 there or appends a Weapon trait to said wepaon - nothing herein breaks my DoS system in the slightest... QUOTE: no need to change anything - just apply that bonus to the TOTAL Damage at the end of your math I.E. THE TOTAL Example: X DoS +Y (with Amputator Shells) = X DoS + Y +2 (that's it FIN) Autogun Example = 2 DoS + 5 (see top of this page post - without "Amputator Shells" the Autogun is 2 DoS + 3) Compatible with CORE Rule options DONE Quote Share this post Link to post Share on other sites
MorbidDon 178 Posted June 30, 2016 (edited) DoS Summary DoS with Grid Play Range Considerations DONE DoS with basic attack DONEDoS with Semi / Full Auto attack DONEDoS with hitting Multiple Targets DONEDoS using Special Rounds DONE Pending "Personal" Review... (i.e. I need to proof read all this - make sure it makes sense) Edited June 30, 2016 by MorbidDon Quote Share this post Link to post Share on other sites
MorbidDon 178 Posted June 30, 2016 If you want to post a comment, improvement, revision or the like do so here please... I'd like to keep this post as "clean" as possible - so all the math and comments should go back to original pst since some other people "like" it and or are working it out in their own way Stay GAMING Morbid Quote Share this post Link to post Share on other sites
MorbidDon 178 Posted June 30, 2016 Optional Considerations (GEAR) Fix: Stacked Attack Bonuses AbusePAGE-162 CORE +10 Accurate +05 Custom Grip +05 Modified Stock +10 Motion Predictor +10 Red-Dot Sight +10 Targeter Note: Tallying the totals above you end up with a Bonus +50 from Customizations! Foil: Because of the tremendous advantage given once a character builds up a gun using Customizations a foil needs to be set in place for game balance – in this case I’ve gone with the Upkeep mechanics – which fluff wise supports the idea of a decaying infrastructure that mankind has to contend with in the 41st Millennia! In essence each Upgrade increases the likelihood that the weapon will be damaged or break... (proverbial house of cards)Each Component -10% to Upkeep Tests GIST: Fancy weapons are hard to take care of and keep functional – FIN Quote Share this post Link to post Share on other sites