Shouldn't it be Dex/4 + Cmbt skill in use + 1d6.Originally posted by Sigg Oddra:
Ok, last try, for now![]()
Dex/4 + highest combat skill + 1d6
Could this be linked to either the survival or special duty roll?Originally posted by Badbru:
Is the Chargen system going to incorporate Combat service ribbons?
If so you could incorporate those somehow as they more truly reflect actuall combat experience.
If neither Joe Stargrunt or Pod Wanabe saw active combat they'd both probably wet themselves in combat.
I'd prefer to use the AHL/Striker ranges of Effective/Long/Extreme with 8+/12+/16+ to hit. We could have a rule that all longarms are at -4 to hit if within melee range of your target. It also lets us carry over the long range only for laser and gauss rifles from AHL, which gives greater weapon differences.Originally posted by Sigg Oddra:
Moving on to task difficulty to hit for weapons at various ranges. The weapons listed are the ones that work well at that range.
That's pretty much what the table above was based on, just using CT ranges for weapon types rather than complicate things with ranges for individual weapons.Originally posted by Takei:
I'd prefer to use the AHL/Striker ranges of Effective/Long/Extreme with 8+/12+/16+ to hit. We could have a rule that all longarms are at -4 to hit if within melee range of your target. It also lets us carry over the long range only for laser and gauss rifles from AHL, which gives greater weapon differences.
I see individual weapon ranges as adding flavour not complicationOriginally posted by Sigg Oddra:
That's pretty much what the table above was based on, just using CT ranges for weapon types rather than complicate things with ranges for individual weapons.
Such complication can be added by listing a weapons effective (C S M in CT terms), long and extreme range.
Here's a suggestion from the sidelines - has anyone here seen Blue Rose or True20 from Green Ronin? For those that haven't, these are d20 type systems that don't have hit points but wound levels. When you get hit you make a toughness save (using your Con modifier) to resist the damage - if you succeed, you remain unaffected. If you fail your wound level increases until you become unconscious or die. Each weapon has a damage rating and armour reduces this, making the save easier. One advantage this system has is that it would make Endurance an important stat. It would certainly be interesting tweaking it to work with vehicles and starships.Originally posted by Uncle Bob:
I appear to be the voice in the wilderness here, but I hate subtracting wounds from stats.
I striker really that far from CT? I don't mean implementing all the technical design and realistic combat aspects of striker, but maybe "borrowing" some streamlined parts like Mr. Employee suggests.A way to reduce rolls is to divorce damage from stats, that is, have abstract Striker-style damage levels such as "light", "medium", "serious" and "dead". The main advantage of this is that it could be built to suit the task system, so that every wound level will correspond to a difficulty to diagnose/treat/etc; the main disadvantage is that this moves us another step away from CT.
I like option 1, but few agree with me. If you go option 2, I would junk the double damage for a penetration overmatch.Originally posted by Employee 2-4601:
It's hard to decide on which of the two to use. the abstract system is easier to use, but moves farther from CT; the comparison system complicates things a little, but allows direct application of damage to stats.
[/quote]But it really does get harder to hit a target as range increases, even with sights of various kinds. The sights don't give you benefit without a prepared shot.Originally posted by Sigg Oddra:
Moving on to task difficulty to hit for weapons at various ranges. The weapons listed are the ones that work well at that range.
Next, task difficulties by range for the different weapon groups:
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> C S M L VL
natural 8 8 - - - includes daggers, blades, broken bottles etc.
melee 12 8 - - -
handguns 8 8 8 12 16
carbines 12 8 8 12 16 includes smgs, assault rifles
w/sight 12 8 8 8 12
rifle 12 8 8 8 12
w/sight 12 8 8 8 8</pre>
This is quite easy to get around by saying that you don't get the benefit of a sight unless you take an aim action.Originally posted by Straybow:
But it really does get harder to hit a target as range increases, even with sights of various kinds. The sights don't give you benefit without a prepared shot.
This is another reason why I prefer individual weapon ranges over range bands.
We will also want to extend the table beyond 500m. Snipers regularly practice at 1000m just to qualify and may need to fire on targets twice that far.
Three rolls is too many. However, I thought the generally agreed system was to be;Originally posted by Employee 2-4601:
Ok, you've all convinced me to seperate my to-hit roll from the penetration roll; the only problem would be that it will add another die roll, resulting in 3 rolls per attack, which is a bit too much for a streamlined system.