Greetings, this is a bonus follow up post to answer some questions that my last missive brought up. This is a prime example why I share my progress here and on Twitter, to get constructive feedback. Now I’ll jump right into answering the questions Kerc of Dice, Pencil Paper has for me, then answer any other questions that may come up.
- Difficulty task modifiers are only +/- 9% variance, is it out of the question to make those higher/lower?
Since all Difficulty Tasks are rolled with 2d6, adding more/less than +/-1 to 2 will be too high or low. That said, if a referee wants to do so I care less, once bought it is your game to run as you please.
Also, should be noted routine tasks require NO roll. Players should role play and come up with tactics and solutions to mitigate the need to roll or lessen the difficulty of a given task.
Since non-combat tasks are roll under Attribute – which ranges from 2 to 12, a +/-1 to 2 can mean the success or failure chance is already going to be greater. If a Character has 2 Int and the task is Hard (+2) it is impossible – thus no roll for hard tasks (as well as moderate tasks).
Note: I am getting rid of the simple difficulty penalty/bonus modifier. The more I thought about it, it was unnecessary especially with Routine tasks requiring no roll.
- Is Combat Prowess a negative modifier to the attack roll, or a target number?
An, character or their opponent’s Combat Prowess ability is a target number to be hit. Modified by both Wounds and Fatigue; plus, as you suggested (damn tired brain) a shield mitigates the chance for a hit to be struck.
- Fatigue Pool: How do you determine the different Fatigue Levels?
A simple equation based upon your Fatigue Pool level. As with the Attribute Tests above, I am getting rid of the +/-3 modifier.
You divide your Fatigue Pool Max by three, round down. The Lesser Fatigue Level is the largest number of points in your pool, it doesn’t add a penalty to rolls.
The middle amount in the Max Fatigue Pool equates the Moderate Fatigue Level and adds an -/+1 modifier to the respective rolls.
The Lowest numbers of the Fatigue Pool Max equal the Severe Fatigue Level, and +/-2 from the given task roll.
Example: IF you have a Vigour of 11, your Fatigue Pool Max will be 11; so, the point spread will be as follows: 1-4 = Severe Fatigue Level, 5-8 = Moderate Fatigue Level, and 9-11 = Lesser or Light Fatigue, and apply no modifier. The lower your Vigour, the lower your Fatigue threshold will be, thus a Vigour of 2, means Severe Fatigue sets in at 1 in your meager Fatigue Pool, and a 2 = Moderate Fatigue, there IS no Lesser Fatigue for a character with a Vigour of 2. Fatigue DOESN’T go up with level, only one’s Wound Capacity does.
- Do Weapons affect the chance to hit, or just do damage?
Here is how it works. I am using aspects of Chainmail to inform my combat system…minus the unnecessary fiddly bits.
- Polearms, Spears & Lances strike first in melee no matter who wins initiative.
- If a weapon is short or lighter/quicker to use, they depending on opponent’s weaponry grant multiple attacks…IF they can get within reach.
- A shield or secondary weapon can be used to parry attacks the defender IS aware of AND striking at the side or front of the defender. A shield or off-handed cannot parry IF the defender is unaware OR the strike comes from the back or other side. A parry IS possible from the main weapon arm IF the defender can afford to sacrifice an attack.
- Weapon size doesn’t affect Damage UNLESS wielded by Large, Huge or Gigantic opponents. These are special cases. Attacking Dragons, Trolls, Ogres and Giants are to be avoided IF possible…they are HARD to injure and ARE EXTREMELY deadly if they hit you. I am taking a Chainmail rules concerning “Hero” and “Superhero” equivalents with concerns for Dragons when flying.
- Suggestion: Shields should probably decrease the chance of being hit.
You were correct. Sleepy brain not think right, error made. Thank you for the catch. I’ll edit the original post to correct the error.
- Missiles: The attacker rolls to hit, or it’s just the target to save?
The Target rolls to save. IF the attacker has a High Dex, the a +1 is added to the defender’s save roll IF they notice coming; showing their high ability. Short Range adds a +3 to the Dexterity Test Save, a Medium Range adds a +2; while a long range adds a +1 IF wearing non-plate Armour.
Plate wearing targets w/o shield IF aware make an unmodified roll; whereas a plate wearing target w/ a shield IF aware do not have to roll, they use their shield to bat away the arrow or protect themselves with it. At extreme range no mods are made for targets in non-plate armour; whereas targets in plate with or without shields are without need to roll EVEN if unaware.
That doesn’t even account for cover…. but you’ll have to read the rules for that.
I need to eat, since no more questions were asked, I’ll end this post and publish it and go eat. Please take care, and be kind to each other. Fin.