Post by John Robinson on Aug 24, 2018 18:14:51 GMT -5
How do I calculate the total accuracy for my officers using these weapons?
Using HoS rules:
A Strong die must roll 6 or more on a D10. A Standard die must roll an 8 or more on a D10.
Officer 1 Strong Dice(8), Standard dice(32)
Officer 2 Strong Dice(7), Standard dice(31)
Officer 3 Strong Dice(10), Standard dice(38)
Edit 8/25/18 If compared to HoS Combat Mechanics maybe a second look for STF?
Officer 1 | Quick(22) | Blade(12) | Kingsen Shortblade | Accuracy = ? |
Officer 2 | Quick(19) | Pistol(20) | Otrike Blaster | Accuracy = ? |
Officer 3 | Strength(20) | Rifle(18) | Tusk Assault | Accuracy = ? |
Using HoS rules:
A Strong die must roll 6 or more on a D10. A Standard die must roll an 8 or more on a D10.
Officer 1 Strong Dice(8), Standard dice(32)
Officer 2 Strong Dice(7), Standard dice(31)
Officer 3 Strong Dice(10), Standard dice(38)
Edit 8/25/18 If compared to HoS Combat Mechanics maybe a second look for STF?
=== Attack or Defense Roll ===
When attempting to hit an opponent, the attacker rolls a number of dice depending on his combination of skills, abilities, buffs, equipment, and talent used. The defender does the same.
To actually hit, an attacker's total of successful "hit" dice rolls has to be higher than the defenders successful "defense" dice rolls. Each die rolls against a specific number depending on the type of die to determine whether it is successful. The aggressor win ties in this contest.
A Strong die must roll 6 or more on a D10. A Standard die must roll an 8 or more on a D10. What determines whether a die is Strong or Standard depends on what contributed it to the the attackers or defenders dice pool.
Strong Dice for Attacker
- Accuracy from Empowered Attacks (Savage Sweep) or Attack Spells (Firebolt)
- Accuracy from their weapon (for melee or ranged Attacks)
Standard Dice for Attacker
- Attribute
- Skill
- All accuracy bonuses from gear/buffs (note that +Accuracy bonuses affect both Ranged & Melee accuracy, where +Melee Accuracy bonuses, for example, only affect melee)
Strong Dice for Defender
- (Melee) Parry from Weapon & Shield
- (Melee) Any Parry bonuses from gear/buffs
- (Ranged/Magic) Evasion from Armor
- (Ranged/Magic) Any Dodge bonuses from gear /buffs
Standard Dice for Defender
- (Melee) Dodge including any Dodge bonuses from gear / buffs
- (Melee) Skill with primary melee weapon
- (Ranged/Magic) Dodge (unmodified combat stat)
- (Ranged) Dexterity
- (Magic) Knowledge
An example. An attacker with 3 strength, using a 3 accuracy strength-based weapon that he has 3 skill with attacks someone. The defender has a 5 parry weapon, that they have 3 skill with along with 5 dodge.
The attacker rolls 6 standard dice, and 3 strong dice.
The defender rolls 8 standard dice, and 5 strong dice.
The attacker's dice rolls come up as 1, 5, 7, 8, 9, and 10 for the standard. The strong come up as 6, 8 and 9. The total amount of successful rolls are therefore 3 from the standard, and 3 from the strong.
The defender's dice rolls come up as 1, 3, 4, 5, 5, 8, 9, 10 for the standard. The strong come up as 1, 2, 2, 6, and 7. The total amount of successful rolls are therefore 3 from the standard, and 2 from the strong.
Totaling the pools, comes up with 6 successes for the attacker and only 5 for the defender. Therefore in this instance, the attacker successfully hits the defender. Note that if the defender had scored 6 successes, the attacker win ties.
When attempting to hit an opponent, the attacker rolls a number of dice depending on his combination of skills, abilities, buffs, equipment, and talent used. The defender does the same.
To actually hit, an attacker's total of successful "hit" dice rolls has to be higher than the defenders successful "defense" dice rolls. Each die rolls against a specific number depending on the type of die to determine whether it is successful. The aggressor win ties in this contest.
A Strong die must roll 6 or more on a D10. A Standard die must roll an 8 or more on a D10. What determines whether a die is Strong or Standard depends on what contributed it to the the attackers or defenders dice pool.
Strong Dice for Attacker
- Accuracy from Empowered Attacks (Savage Sweep) or Attack Spells (Firebolt)
- Accuracy from their weapon (for melee or ranged Attacks)
Standard Dice for Attacker
- Attribute
- Skill
- All accuracy bonuses from gear/buffs (note that +Accuracy bonuses affect both Ranged & Melee accuracy, where +Melee Accuracy bonuses, for example, only affect melee)
Strong Dice for Defender
- (Melee) Parry from Weapon & Shield
- (Melee) Any Parry bonuses from gear/buffs
- (Ranged/Magic) Evasion from Armor
- (Ranged/Magic) Any Dodge bonuses from gear /buffs
Standard Dice for Defender
- (Melee) Dodge including any Dodge bonuses from gear / buffs
- (Melee) Skill with primary melee weapon
- (Ranged/Magic) Dodge (unmodified combat stat)
- (Ranged) Dexterity
- (Magic) Knowledge
An example. An attacker with 3 strength, using a 3 accuracy strength-based weapon that he has 3 skill with attacks someone. The defender has a 5 parry weapon, that they have 3 skill with along with 5 dodge.
The attacker rolls 6 standard dice, and 3 strong dice.
The defender rolls 8 standard dice, and 5 strong dice.
The attacker's dice rolls come up as 1, 5, 7, 8, 9, and 10 for the standard. The strong come up as 6, 8 and 9. The total amount of successful rolls are therefore 3 from the standard, and 3 from the strong.
The defender's dice rolls come up as 1, 3, 4, 5, 5, 8, 9, 10 for the standard. The strong come up as 1, 2, 2, 6, and 7. The total amount of successful rolls are therefore 3 from the standard, and 2 from the strong.
Totaling the pools, comes up with 6 successes for the attacker and only 5 for the defender. Therefore in this instance, the attacker successfully hits the defender. Note that if the defender had scored 6 successes, the attacker win ties.