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Custom Role-playing Attack/Defence Algorithms

Started by The Rune Keeper, November 26, 2013, 01:04:51 AM

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The Rune Keeper

Hello all, just asking around if anyone has any customized attack/defence systems that I could garner ideas from.
And/or so other people can learn as well.
Feel free to ask me about my algorithms!
Oh, heres a realy quick RPG key I made:
A = Attack
A2 = Secondary attack
D = Defense
D2 = Secondary defence
HP = Health point
XP = Experience
- = Negative, or a minus of. Example:  
-HP 25 or -25 HP
+ = Positive, or a gain of. Example: +HP 45 or +45 HP

And there you have it. The simple key to my style. Sorry, but it is incomplete.

-The Rune Keeper-


estar

Rolls are percentile, and you looking for a low roll.
Criticals are any rolls ending in a 0 or 5.
Possible results are CS, MS, MF, CF. Critical Success, Marginal Success, Marginal Failure, and Critical Failure.

Attack rolls attack, Defense chooses to block, parry, or dodge. The is also ignore (no defense). You crossindex the result to see how much damage to roll.

You roll damage adding in any weapon modifiers and attribute modifiers.
You roll hit location modified whether you are aiming high, low, or middle.

You subtract armor.

You look up the result on the injury chart. Which given give you the amount of injury suffered and some type of bad results (stunned, fumble, stumble, death, etc) that you can avoid on a characteristic save.

The injury you take subtracts from subsequent skill rolls and subsequent saving throws.

There is no hit points.

Injuries are healed separately.

The Rune Keeper

Quote from: estar;711631Rolls are percentile, and you looking for a low roll.
Criticals are any rolls ending in a 0 or 5.
Possible results are CS, MS, MF, CF. Critical Success, Marginal Success, Marginal Failure, and Critical Failure.

Attack rolls attack, Defense chooses to block, parry, or dodge. The is also ignore (no defense). You crossindex the result to see how much damage to roll.

You roll damage adding in any weapon modifiers and attribute modifiers.
You roll hit location modified whether you are aiming high, low, or middle.

You subtract armor.

You look up the result on the injury chart. Which given give you the amount of injury suffered and some type of bad results (stunned, fumble, stumble, death, etc) that you can avoid on a characteristic save.

The injury you take subtracts from subsequent skill rolls and subsequent saving throws.

There is no hit points.

Injuries are healed separately.


Thank so much! You'v given me a lot to consider.

Also, I have been using a weight/strength system. Shoud I even bother?
Example:

WeaponWeight = 5
Strength = 10
LeftOverStrength = 5

Ik, realy simple. Bu I like to keep my rpgs fast-paced.
And yea,I do implement strength in attack.

-The Rune Keeper-

estar

Force = mass times acceleration.

At human scale there isn't a lot of difference hitting a person with a stick between a person that can bench 50 lbs vs a person that can bench 200 lbs. The 200lb person can be put a lot of acceleration into his blow but you still got a tiny mass to start with. The same with a 20 lb club. The 50 lb person and the 200 lbs person are going to hurt somebody on a hit. The 200 lb person a bit more but the mass of the weapon is the primary factor in damage at human scale.

Where strength factors more in control. The 50 lb person is not going to be able to recover and swing the 20 lb club faster than the person that can bench 200 lbs.

In Harnmaster all skill have a base of three attributes. One or more can be the same. A Dagger is DEX DEX STR while a Two Handed Sword base is DEX STR STR.

In GURPS, Stength determines your base damage and the weapon you wield adds on top of that.

There is a minimum strength to wield a weapons. Some weapons have a strength rating that determines whether you can ready it immediately after a blow.

The Rune Keeper

Thanks again for all this info.
Just a few more things.
What exactly did you mean by three attributes to each item? And how do you figure what the most realistic attributes would be? And finally, what are some of the complications of having a non-weapons, spellcasting oriented rpg? (Besides the obvious ones such as, creatures only attacking with spells and or natural appendages, etc etc)
Thanks again,

-The Rune Keeper-

Bloody Stupid Johnson

Quote from: The Rune Keeper;711841Thank so much! You'v given me a lot to consider.

Also, I have been using a weight/strength system. Shoud I even bother?
Example:

WeaponWeight = 5
Strength = 10
LeftOverStrength = 5

Ik, realy simple. Bu I like to keep my rpgs fast-paced.
And yea,I do implement strength in attack.

-The Rune Keeper-

What do you use Leftover Strength for ?
Tunnels and Trolls has something like this with weapon Str-required, and armour Str-required. Usually characters just try to use the biggest and nastiest weapon they can lift though.

Phillip

Quote from: The Rune Keeper;712085What exactly did you mean by three attributes to each item?
You get three numbers and average them. That gets multiplied by a factor representing amount of training.

QuoteAnd how do you figure what the most realistic attributes would be?
Either watching birds fly by, or examining their entrails.
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

The Rune Keeper

Quote from: Bloody Stupid Johnson;712090What do you use Leftover Strength for ?
Sorry, I wasnt very specific.
My custom rpg has the items in the inventory still use up strength.
For instance:

Total strength = 10
Sword in hand = 3 WT
Mace in inventory = 5 WT
8 Apples in inventory = 2 WT
Total strength used = 10

Now, the character finds a
Sack of gold  = 4 WT
That is worth more than the entire contents of his inventory.

Unfortunantly, he has used all his strength points.

So he must

A. Throw away the mace and pick up the gold. He now has an unused strength point.

B. Throw away the sword and apples,
leaving one unused strength point.

C. Throw away the sword and half the apples, leaving 0 strength points.

Lets say he choses choice A.

His inventory and strength now look like this:

Strength = 10
Sword in hand = 3 WT
8 apples = 2
Sack of gold = 4 WT
Total strength used = 9
Unused strength = 1

And there is an example.
Hope this answers all questions,

-The Rune Keeper-

The Rune Keeper

Happy thanksgiving everyone.

-The Rune Keeper-

Bloody Stupid Johnson

Ah so its an encumbrance system but using Str points instead of pounds or kg (or # items). OK, fair enough.

Can you explain more what you mean by a 'custom attack/defense algorithm' then? If you just want examples of how combat systems work its a very vague question, there are lots of them out there.

I wrote this thread awhile back as a summary of game mechanics I know of, which is a bit (OK, a lot) messy but could be of interest. Combat rule related bits start on page 4 (post #32).
http://www.therpgsite.com/showthread.php?t=21479

The Rune Keeper

Sorry, you're right.
I was'nt very specific.
So, basically I'm looking for customized
attack/defence systems that are easy to implent and quick to use.
I don't want a "take three minutes to figure how muh damage I did to a frost troll lvl 1" system. the quicker the better for me at this point.

My system for attack damage looks like this (using an 'Arcane Blast lvl 1'):

To calculate the Arcane Blast's power

Roll a d20.

1-5 = Attack missed.
6-10 = Attack succeded. No bonus
11-15 = Attack bonus 5+
16-19 = Attack bonus 10+
20 = Attack bonus 15+

We roll a 8.

Add the bonus to Arcane Blast's minimum attack power i.e 10.
(0 + 10 = 10)


Roll a d6

1-3 = 5+ to attack power
4-5 = 10+ to A power
6 = 15+ to A pow.

We roll a 4.

Add that to its current power(10 + 10 = 20)

Add that to your characters base attack ( 10 )so we get (10 + 20 = 30)

The zombie you are fighting has a 5+ defence.

Take 5 off of your attack power.
(30 - 5 = 25)

Congratulations, you hav dealt 25 damage to a zombie.

-The Rune Keeper-

Bloody Stupid Johnson

Works more or less.  The attack power part of it looks a bit like Talislanta (which you could find free online, this uses d20+skill modifiers-defense: 1 fumble, 2-5 miss, 6-10 half damage, 11-19 full damage, 20+ critical/double damage, and didn't have the extra step with d6).
 
I don't know that you necessarily need the extra d6 step for damage at all, since modifying damage by the hit roll already introduces variation to damage. At present rolling up by 5 gives +5 damage, so you could just add (amount rolled over the minimum to-hit) as a damage bonus if you wanted obviously, though smaller numbers could be easier to work with.

Other than that I tend to think dice-pool games like say the old World of Darkness games (Vampire: the Masquerade and Werewolf: the Apocalypse) do the flow from a good to-hit roll into better damage a bit more smoothly than mechanics like the above do - there you roll your attack dice, and extra successes over those to-hit become bonus damage dice, its all at 1:1 with no table checking, though dice pools have their own drawbacks of course.

The Rune Keeper

Thanks again for al the help!
Im learning more here than i could ever learn alone!
And about the extra d6, it is probably unnecessary. My idea for it was that it would be the effectivness of the spell.
But thats pretty much covered in the attck effectiveness roll with the d20.
Oh, and could youexpand on the die pool system? I ddnt quite get how it works, but maybe thas cause its late :P
Jes one more thing. my system is too predictable. the attack power is reliable. so what im thinkin is a
1-5 miss
6-10 hit, but penalty of 10 attck power.
11-15 hit. no bonus
16-19 hit. bonus of 5
20 bonus of 10

of course, the outcome also relies on skills, if the proper ones have been aqquired.

OMG thanks again for al your help,

-The Rune Keeper-

Bloody Stupid Johnson

No probs!
There are lots of game systems out there (the one Estar mentioned is HarnMaster) - I just mentioned the dice pools since it seemed that having a high attack roll give a higher damage roll was what you wanted to do.

To clarify on that:
Vampire (the Masquerade), Werewolf (the apocalypse) and about three other games form the oWoD (original World of Darkness) Storyteller system by White Wolf. All of them have revised versions with which I'm not that familiar (e.g. Vampire the Requiem and Werewolf the something else), I understand the combat system is quite different though.

A roll in Storyteller is generally made with a number of 10-sided dice equal to your stat (generally rated 1-5) plus your skill (also up to 5). You count as 'successes' each roll over the difficulty number.
So for instance in combat a character would roll (Dex + Brawl). So if they had say Dex 3 + Brawl 3 they would roll six dice. The exact manuever or weapon could adjust difficulty, say the task is difficulty 6, you might roll 2,3,4,6,6,10 for 3 successes (three of your rolls are six or higher).
You then roll damage which for a melee weapon is Strength + a weapon specific modifier. Also, extra successes on the to-hit roll add extra dice.
So say you had Strength 2 and a [Strength+2] weapon; you would roll 4 dice. If you had 3 successes to hit, that's two over the minimum needed to hit (1) so you would roll 6 dice.
You roll those again (always difficulty 6)...say you had 1,1,3,6,6,8 you would deal 3 wound levels of damage (one each for the 6, the other 6 and the 8).
Storyteller then normally allows a 'soak' roll (using Stamina, its equivalent of Constitution) with successes subtracting from that damage; a high Stamina reduces damage instead of really tough characters getting more Hit Points, instead everyone has the same number of 'Wound levels'. Lower wound levels gave dice pool penalties on actions.

Oh on the attack powers...what if with skill bonuses a character gets over 20, would the bonuses continue past 20?