Basic Rules, revised
October 18, 2010
Expanding on the previous thoughts, here’s a simple basic mechanic: tests.
When you want to see if something succeeded, you have Simple tests (roll 1d6) and Complex tests (roll 2d6 and add). They have more to do with statistics rather than their complexity, to be honest, but until we get better names they’ll have to do.
Tests are also defined by another factor- whether they are Set or Opposed. In the first kind, you simply roll 1d6 or 2d6, add or subtract a few specified modifiers, and you check to see if you passed or not. The difference between the Target Number (duh, I know, not very original, but handy) and your roll is the degree of Success (or failure). Sometimes it matters, usually it doesn’t.
Opposed tests are different- each participant rolls 1d6 or 2d6 and adds/subtracts modifiers, and all you have to do is get a higher than your opponent. In the case of a tie, the test will explain what happens (e.g. in the case of attack vs defend, the defender wins). Degrees of success rarely matter here, but to find them just subtract lowest from highest.
Now, I’m not sure where simple or complex tests will be used outside the basics of combat- but I know what to do with those basics.
Hitting a target with a melee attack is an Opposed Complex check. The attacker and defender both roll 2d6. The attacker adds his Combat stat, the Accuracy of the weapon he is using, and any additional modifiers. The Defender adds his Combat stat and the Defense of the weapon he is using, and any additional modifiers (a very important one I want to remember is that if it’s the second attack by the same opponent, he gains -1, and if he is atacked by a different opponent, -3; I’ll elaborate on this later). If the Attacker’s score is higher, he hits. If it’s equal or less, he misses. Make a note of the sixes rolled by each. If the attacker rolls one and the defender none, or if the attacker rolls two and the defender one, if the attack hits, we have a Critical Hit. If the attacker rolls two sixes and the defender none, we have a Deadly Hit, if it hits (usually it will). More on that later.
Shooting is a Complex Set check. Each weapon has three ranges, Short, Medium and Long, and a difficulty associated with each one. Assuming that you can see your target and your weapon can reach him, you determine which range he is in and you find the Target Number. Roll 2d6 and add your Marksmanship (there is no accuracy stat- there doesn’t need to since it’s factored in the initial difficulty), and any relevant modifiers- if you roll equal to the TN or higher, you hit. If any of the dice come up as a six, and you are within medium range or less, then you score a Critical Hit. If you get double sixes and the opponent is within short range, you score a Deadly Hit.
Now, if you do get to hit, wounding your opponent is a Simple Opposed check. The attacker rolls 1d6, adds his Strength (if a melee or thrown weapon), the weapon’s Damage, and any modifiers, while the Defender rolls 1d6 and adds his Resilience, and any Armor he is wearing modified by the weapon’s Penetration (to a minimum of 0, armor cannot give you negative). Also, if the attacker scored a Critical Hit, you may roll 2d6 and keep the highest; if you scored a Deadly Hit, you may roll 2d6 and add them. Names are there for a reason. Now, after determining the scores, we have the following results: If the attacker has a lower score, nothing happens. If the attacker has an equal score, the opponent is Lightly Wounded. If the attacker has a higher score, the opponent is Heavily Wounded. If the attacker has a score double or more, the opponent is killed outright.
As we said before, Lightly Wounded gives -1 to all stats (-2 to AP) and Heavily Wounded gives -3 to all stats (-5 to AP). This time, this includes Res too.
If you are Lightly Wounded and get another Light Wound, then you are now Seriously Wounded. If you get a Serious Wound, you are dead.
If you are Seriously Wounded and get any kind of wound, you die.
Thoughts: I’m thinking of making the Wounding check a Simple Set check, and add 4 to the difficulty by the modifiers, but I like the case of rolling a 6 (or a Deadly Hit!) against 1. Playtesting will show if it’s viable or cumbersome.
Also, the wound system looks a little too simplistic, but again, only playtesting will show. As we said, Less is More. I don’t want to add another layer of wounds, simply because we need to calculate more in the wounding check.