Wednesday, February 29, 2012

Sample combat with new mechanics

Well using the new combat rules I decided to do a test run of a battle between some orcs and our brave fighter.

Orcs are wearing studded leather armor (2d4+1) and are equiped with short spears (1d6+1) and swords (1d8).

Our hero Garlax has chain mail armor (2d8) and a sword (1d8), plus a strength bonus of +1.

Orcs have 1d8 HP and 2d8 DC points.  Our hero has 3d6 HP and 3d8 DC points.

The villans
Orc 1 5 HP 10 DC (spear)
Orc 2 7 HP 9 DC (sword)

The hero
Garlax 13 HP 21 DC

The match

Round 1
Initiative, orcs win

Orc 1 roll 18 to hit
Orc 2 roll 19 to hit

Both hit, rolling damage

Orc 1 rolls 2+1 = 3 (d6+1)
Garlax rolls for defense 8 & 7

Garlax's armor rolls two d8 and has two opportunities to stop the single die roll of the spear.  Attack rolls and defense rolls are always sorted in descending order and compared.

Orc 2 rolls 5+1 = 6 (d6+1), vs 6, 1 for Garlax armor, the armor stops the second blow also and Garlax takes no damage.  Had the orc been lucky and rolled a 6 his damage would have been 7, clearly piercing Garlax's armor and inflicting damage.

Garlax attacks Orc 1 with a 15 and hits

Garlax rolls damage 8(7+1[strength]), vs 3, 2 for Orc 1's armor.  The orc's lesser armor protects only with two d4 +1.  They can only get values between 2 and 5 this Garlax's better weapon has a better opportunity at injuring them.  Even with two opportunities to defeat Garlax's single die damage roll it is an uphill climb for them.

Garlax's hit goes through and delivers a deadly blow to the orc.  The orc's armor rating (AR) absorbs 2 HP and lets 6 through to the scared orc.

If basic rules are used the Orc takes 6 DC points of damage.

With the bleeding wounds rules 20% go to DC and the rest to hit points.  The orc takes 2 DC points and 4 HP.  A terrible blow that takes the orc to his knees.  He's still alive, but barely.

Round 2
Initiative, orcs win again

Orc 1 is down on the ground stunned from the blow
Orc 2 rolls a 2 and misses

Garlax decides to concentrate on the standing orc.  He rolls a 9 and misses.

Round 3
Initiative, Garlax wins

Garlax rolls a 3 and misses by a long shot

Orc 1 is still stunned
Orc 2 rolls a 15 and hits
Orc2 rolls 4+1 = 5 (spear) vs 8 and 3 from Garlax armor.  The blow is stopped by the armor.

Round 4
Initiative, Orcs win

Orc 1 is still stunned
Orc 2 rolls a 5 and misses

Garlax rolls an 18 and hits rolling 3 (2+1[strength]) vs 3, 1 from the Orcs armor.  The orc is just barely saved by his armor.

Round 5
Initiative, Garlax wins

Garlax rolls an 18 again rolling 8 damage (7+1) vs 4, 3 from the Orcs armor.  Orc 2's armor takes 2 points and the orc takes 6 points of damage two to DC and 4 to HP.

Orc 2 strikes with a 10 and barely hits Garlax doing 3 vs 6, 2 from Garlax armor.  No damage is done to our hero.

At the end of this round the orcs are:


Orc 1 1 HP 8 DC
Orc 2 3 HP 7 DC

Round 6
Orc 1 has gotten up and is ready to fight, but is worried about the outcome now.  He begins to retreat.  Orc 2 finding himself alone steps back as well.  Garlax pushes forward and attacks winning the initiative, but missing the attack.

Orc 1 attacks and misses, and Orc 2 misses too.


Round 7
Garlax once again wins the initiative and attacks missing.  Orc 1 scores a lucky shot on our hero but his armor saves him (4 attack vs 7, 3 defense).  Meanwhile Orc 2 swings and misses.


Round 8
Garlax looses initiative and is hit by Orc 1 and is saved by his armor again ( 4 attack vs 6, 2 defense) while Orc 2 misses again.

Garlax swings at Orc 2 and misses, but wins the initiative on the next round.

Round 9
He hits Orc 2 and injures him (7 attack, vs 5, 2 defense).  Orc 2's armor takes another 2 points of damage (AR) and the orc takes 5 points of damage, 2 to DC and 3 to HP leaving him dead on the ground with 0 HP.

Orc 1 looks up and drops his weapon surrendering to our hero.  He's been close to death enough for today.  Garlax approaches him cautiously wondering what to do.  Spare his life or behead him... what would you do?


Tuesday, February 28, 2012

Bleeding wounds

In the quest to make gaming more theatrical and less hack and slash I've though about the idea of bleeding wounds.  Wounds in real life don't just heal by themselves.  Actually a bleeding bullet hole is more dangerous than the bullet itself ("a wounded soldier’s odds of survival, which have risen from 76.4 percent during the Vietnam War to 90.4 percent in Iraq", ).  Clearly prompt medical help improves survival, and lack of therefor decreases survival.


So, should caracter wounds keep bleeding in the game?  How do we determine if such a wound exists and how much bleeding does it produce?  How does it affect mechanics?  With current rules a character fights until his hit points are nearly gone.  If you knew certain wounds would bleed out would you be more careful in combat?  I'm quite sure you would.  Would this improve gaming or worsen it?  Clearly players would not be so gun ho to go into battle.  But when they did, it would certainly make an interesting match.  Also, let us remember (ehem to the GMs), that creatures would play by the same rules and thus be more careful.  A lot of GMs play as if their NPCs were cannon fodder, but unless they're insects or undead most have families to care for and would like to go home in one piece.  Not to mention without an infection to tend to.  So characters would be more vulnerable, but at the same time more imposing to NPC and monsters.


So after reviewing the vitality and wound point system in D&D and finding not to convincing I'd like to propose the following.  Characters have hit points (HP) as usual, but above those they have damage capacity points (DC).  Which are as the name says points for pure physical punishment.  


System one, simple:


Characters can suffer damage to their  DC without much hassle.  After all DC is gone they begin to suffer real bleeding wounds on their HP.  Each would could then be said to bleed 1 HP per round.


System two, realistic:


Characters can suffer up to 20% of their DC in one strike without causing a wound.  Extra damage goes directly to HP and starts a bleeding wound.  So if I have 20 DC points any damage above 4 will lead to HP loss and a bleeding wound.  Bleeding wounds need to be tended quickly to stop bleeding (say 1 or 2 combat rounds).


Characters with wounds could have penalties added to their movement or attack rolls.  Say after 25% of HP loss, after 50% loss, etc.


Comments?  Does the rule sound reasonable and relatively easy to implement?

Thursday, February 23, 2012

Medieval weapon and armor comparison

For this article on comparing medieval weapons and armor for a new RPG combat system I ran some tests on the new combat mechanics and here are the results.  The table below shows each weapon going up against a type of armor.  The each armor has a value below and a value to the right.  For example padding or quilt has its name followed by (1d4*1+0) that is its defense roll.  Next to it is the value 15.  Which are the armors hit points so to speak.  When they reach cero the armor is rendered useless.  The values when battle axe and padding meet are -14 and 3.  Those values represent the amount of rounds needed to reduce the armor to nothing ( on the hp column : 3) and the damage inflicted to the character in the process ( on the armor's column : -14 ).  These values represent the average combat rounds and damage delivered to the character by averaging 10000 (ten thousand) encounters.  Hidden from view is also the armor's rating.  A value that has to be overcome by the die rolls to damage the character.  This info was omitted from the table for clarity.

The purpose of this table is to compare "tech levels" for weapons and armor.  Obviously flint weapons should be effective against padding or soft leather (think mesoamerican cultures).  So primitive stone weapons should become less effective to harder iron age armors.

Note: there is a limit to the rounds that are run.  The value is 100.  Meaning an armor that has 100 under it's hp value was not worn out during the tests.

Now lets study the table better and see if it makes sense.  The idea being that we slowly balance the weapons out to make sense under the premise that mankind invents a weapon from a bone (Space Odyssey theme playing in background) and then mankind invents something to counter it.  Then stone weapons then leather armor, then bronce weapons, then bronce armor, etc.

For example a flint dagger has (-10, 7).  It took the weapon 7 rounds to wear the armor out and in doing so it delivered 10 hp of damage, 1.4 per round on the average.  Given that the flint dagger does 1d6 and would on the average do 3.5 hp per hit the armor does provide a good protection to the character.  Soft leather is quite an improvement over padding.  For example the same dagger takes 22 rounds to wear the armor out and allows only 16 hit points.  That's .72 hp per round.  Since there is no damage less than cero we interpret this as the leather's armor better stopping power.  The padding has an AR (armor rating) of 2 and the leather of 3.  Any damage above 2 penetrates the armor and is delivered to the character (prior subtraction of the AR to the damage, 4 points against padding become 2 to the character or 1 if he or she is using leather).  This slightly better AR and the significantly better die roll 1d6 for leather vs 1d4 for padding give the character this added protection.

How much better?  Well look at it this way.  The dagger does 3.5 hp on the average.  In 22 rounds that comes out to 77 hp of average damage generated.  Now the armor took 40 (that's its hp capacity before being worn out) and let through 16.  That's a total of 56 hp.  The 21 point difference between the 77 generated and the 56 absorbed is the armors effectiveness.  Those 21 hp were "dissipated" by the armor with no damage to the armor or the character.  Studded leather being harder still, takes even more damage to defeat.  It took 49 rounds to wear out its 60 hp and let through only 26 to the character.  That's 172 hp that were developed by the weapon, but only 86 caused damage ( 60 to the armor and 26 to the character ).  That's quite an improvement.  Leather had a 27% efficiency ( 21 / 77 ) vs studded leather's 50% ( 86 / 172 ).  PS, I'm making a mental note to do a table with all these values for the next post.

Well that's enough chit chat for now.  I leave you with the table.





Padding or quilt(1d4*1+0) 15 Soft leather(1d6*1+0) 40 Studded leather(2d6*1+0) 60 Chain mail(2d8*1+0) 120 Scale mail(4d6*1+0) 120 Plate mail(3d8*1+0) 120 Plate(3d8*1+1) 150
Battle Axe 2d6*1+0 -14 3 -23 8 -35 18 -45 53 -50 68 -41 91 -14 100
Throwing Axe (flint) 1d4*1+1 -9 7 -12 26 -20 69 -6 100 -5 100 -3 100 0 100
Throwing Axe (iron) 1d6*1+1 -11 5 -19 14 -31 26 -39 86 -46 66 -31 99 -10 100
Short Spear 1d6*1+1 -11 5 -19 14 -31 26 -39 86 -46 66 -31 99 -10 100
Long Spear 1d8*1+0 -12 5 -22 13 -34 22 -50 68 -53 52 -50 88 -23 100
Short Sword 1d6*1+1 -11 5 -19 14 -31 26 -39 86 -46 66 -31 99 -10 100
Dagger (flint) 1d6*1+0 -10 7 -16 22 -26 49 -17 100 -19 100 -10 100 -2 100
Dagger (iron small) 2d4*1+0 -10 5 -13 14 -18 51 -12 100 -3 100 -3 100 -1 100
Dagger (steel) 2d4*1+1 -13 3 -20 9 -29 21 -33 60 -30 97 -23 99 -5 100
Dagger (hunting) 1d6*1+1 -11 5 -19 14 -31 26 -39 86 -46 66 -31 99 -10 100
Sword 1d8*1+0 -12 5 -22 13 -34 22 -49 69 -53 52 -50 88 -23 100
Arrow (flint) 1d6*1+0 -10 7 -16 22 -26 49 -17 100 -19 100 -10 100 -2 100
Arrow (iron) 1d8*1+0 -12 5 -22 13 -34 22 -50 69 -53 52 -50 88 -23 100
Arrow (iron) + composite bow 1d8*1+1 -13 4 -24 10 -37 16 -57 42 -58 35 -61 51 -53 92
Bastard Sword 2d8*1+0 -16 2 -30 6 -44 10 -67 26 -70 23 -67 36 -64 71
Long Sword 1d8*2+1 -17 2 -34 5 -49 7 -85 14 -84 14 -86 15 -96 20
Ball and Chain 1d8*1+0 -12 5 -22 13 -34 22 -49 69 -53 52 -50 88 -23 100
Mace and Chai 2d6*1+0 -14 3 -23 8 -35 18 -45 53 -50 68 -41 91 -14 100
Nunchaku 1d8*1+0 -12 5 -22 13 -34 22 -50 69 -53 52 -50 88 -23 100
Mace 1d8*1+0 -12 5 -22 13 -34 22 -49 69 -53 52 -50 88 -24 100
Morning Star 1d8*1+0 -12 5 -22 13 -34 22 -49 69 -53 52 -50 88 -23 100
War Hammer 1d8*1+0 -12 5 -22 13 -34 22 -50 68 -53 52 -50 88 -24 100
Short Staff 1d6*1+0 -10 7 -16 22 -26 49 -17 100 -19 100 -10 100 -2 100
Long Staff 1d8*1+0 -12 5 -22 13 -34 22 -50 69 -53 52 -50 88 -23 100
Iron Staff 1d8*2+1 -18 2 -34 5 -49 7 -85 15 -84 14 -86 15 -96 20
.22 pistol 2d4*1+0 -10 5 -13 14 -18 51 -11 100 -3 100 -3 100 0 100
Revolver .38 2d6*1+0 -14 3 -23 8 -35 18 -45 53 -50 68 -41 91 -14 100
Revolver .38 Super 2d6*1+1 -16 2 -29 6 -42 10 -59 30 -65 28 -59 47 -47 92
Revolver .357 2d6*2+1 -20 1 -40 3 -56 5 -96 9 -96 9 -96 10 -108 13
Pistol 7.65 mm 2d6*1+0 -14 3 -24 8 -35 18 -45 53 -50 68 -41 90 -14 100
Pistol 9 mm 2d6*1+0 -14 3 -24 8 -35 18 -45 53 -50 68 -41 91 -14 100
Pistol .45 2d6*2+1 -20 1 -40 3 -56 5 -96 9 -96 9 -96 10 -108 13
SubMG – 7.65 2d6*1+0 -14 3 -24 8 -35 18 -45 53 -50 68 -41 90 -14 100
SubMG – .45 2d6*1+1 -16 2 -29 6 -42 10 -59 30 -65 28 -59 47 -46 92
SubMG – 9 mm 2d6*1+0 -14 3 -24 8 -35 18 -45 53 -50 68 -41 91 -14 100
Rifle 30-06 2d8*2+1 -22 1 -44 3 -61 4 -105 7 -105 7 -105 7 -121 9
.223 M16 round 2d8*2+1 -22 1 -44 3 -61 4 -105 7 -105 7 -105 7 -121 9
AK-47 7.62 mm 2d8*2+1 -22 1 -44 3 -61 4 -105 7 -105 7 -105 7 -121 9
sniper round 2d10*1+0 -18 2 -34 4 -49 7 -81 16 -81 15 -81 18 -87 30
50 cal 2d12*1+0 -19 2 -37 4 -53 6 -89 12 -89 12 -90 13 -99 19
Shotgun 3d8*1+0 -20 2 -37 4 -52 6 -81 13 -85 14 -80 19 -79 35

Wednesday, February 22, 2012

Alternative Combat System for RPGs

Ok, I've gone over the details of the weapon and armor damage system.  Now lets integrate it into a whole combat system and see how it looks so far:

Combat:

  • round initiative : roll 1d10 (or 1d20 if you want more diversity), add dexterity, magic and additional bonuses (precognition, psionics etc)
  • winner calls action
  • attack roll : roll 1d20, base hit is 10 plus bonuses (dexterity, skill, etc)
  • if it is a hit defender can parry or dodge, defender needs to roll higher than attacker roll on a d20 (adding defender bonuses)
  • if the attack isn't parried or dodged then weapon and armor rolls are thrown
    • roll weapon (add weapon bonuses and strength bonuses when applicable)
    • roll armor (add armor bonuses)
    • match die ordered by descending value
    • cancel those that armor is greater than or equal to weapon roll
    • add remaining die rolls
    • compare sum with armor rating
      • if less than armor rating only armor takes damage
      • if greater than armor rating armor takes damage and amount over armor rating is received by the caracter, creature, vehicle or underlying structure
  • turn ends and next player's begins

As a side note I think some sort of morale or coolness should be included in certain scenarios.  The player has to be conscious that the character is under great stress being under fire and if his coolness breaks the could turn against him.  Any ideas?  Maybe some saving throw for excessive damage received? Some morale roll?  Opinions...

Saturday, February 18, 2012

More insight on weapon vs armor combat mechanics in an RPG

Here's a little more insight on the combat mechanics in my search for the holy grail of roleplay damage calculation.  As posted previously I'm looking for a balanced system that creates an incentive for actual roleplay on the battle field rather than a stand and deliver  + cure light wounds mechanic.  All this around a game system based on Rifts and D&D.  Allowing for technology and magic, mechanics and supernatural beings to coexist at some time and thus do battle in real terms without instantly obliterating half the population with a blast.

In this post I'll review the basic combat between a dagger and leather armor.  We start off from the basics that the hit has been achieved and it is done by some d20 roll that has no armor modifier involved (as in classic D&D and AC/THACO).  It is a basic hit the object roll that includes skill, ability and some luck.

Now as you might recall a dagger does 1d4 and a leather armor protects with 2d4.  Running the numbers on a computer we get the table below.  Before you jump to it let me explain it a bit.

Each section is labeled for example  "Roll 1d4 * 1 + 0 vs 2d4 * 1 + 0".  This means a 1d4 with a identity (x1) multiplication modifier plus 0 bonus attacking a 2d4 defense also with a 1 multiplier (identity) plus cero bonus.  Below that are the probabilities of outcomes:

  • Full : means all attacking rolls breach defense rolls (aka max damage done)
  • Partial : means not all attacking rolls breach defense rolls (aka some damage done)
  • Blocked: means no attacking roll breaches defense rolls (aka no damage done)

The computer runs 100000 combat rounds and totals the outcome.  For the first entry (Roll 1d4 * 1 + 0 vs 2d4 * 1 + 0) 22.03% of all attacks breach the armor defense.  If the armor roll is deducted from the damager roll an average of 1.43 hit points of damage are delivered.  If we play by a passthrough all or nothing rule and no damage is deducted from the attack roll then an average of 3.57 hit points of damage are done.  To clarify:

Dagger roll : 4
Leather roll : 3, 2

The dagger overcomes the leather.  In a passthrough rule the dagger does the full 4 points to the character, otherwise the 3 is deducted for a 1 hp damage to the character.  This leads to the difference between 1.43 hp for blocked damage and 3.57 for full (passthrough) damage.

The next entry (Roll 1d4 * 1 + 0 vs 2d4 * 1 + 1), the armor is slightly better.  Maybe its magical or maybe its special dragon skin leather or just hardened futuristic stuff.  In this case each roll is benefited by an extra 1.  For example:


Dagger rolls: 3
Leather rolls: 2, 1 ( that become 3, 2 with the +1 bonus)

Leather then blocks the dagger's roll and the character receives no damage.  In this scenario the leather armor becomes more resistant and only 7.69 of all rolls breach the armor.  But when they do and you're playing with all or nothing then more damage (3.8 hp) is delivered on the average.  Further down you see +2 and +3 leather armor which become impenetrable to daggers (at least conventional ones).

Roll 1d4 * 1 + 0 vs 2d4 * 1 + 0





Stats: rounds % hits blocked damage
full damage
Full: 22029 22.03% 1.43 hp 3.57 hp
Partial: 0 0.00% ? hp ? hp
Blocked: 77971 77.97% 0 hp 0 hp
Roll 1d4 * 1 + 0 vs 2d4 * 1 + 1





Stats: rounds % hits blocked damage
full damage
Full: 7689 7.69% 1.2 hp 3.8 hp
Partial: 0 0.00% ? hp ? hp
Blocked: 92311 92.31% 0 hp 0 hp
Roll 1d4 * 1 + 0 vs 2d4 * 1 + 2





Stats: rounds % hits blocked damage
full damage
Full: 1538 1.54% 1 hp 4 hp
Partial: 0 0.00% ? hp ? hp
Blocked: 98462 98.46% 0 hp 0 hp
Roll 1d4 * 1 + 0 vs 2d4 * 1 + 3





Stats: rounds % hits blocked damage
full damage
Full: 0 0.00% ? hp ? hp
Partial: 0 0.00% ? hp ? hp
Blocked: 100000 100.00% 0 hp 0 hp



Now lets run a sword (1d8) against the same batch of armors.  A sword has a starting 60.61% chance of going through the armor.  As the armor is hardened magically it becomes harder 48.73%, 35.80% and 23.41% respectively.  And you notice how the damage increases when it actually does go through from roughly 6 to 7.3 (aprox 25% increase).  Which is also realistic in terms that the force delivered in such blows should be higher thus only high damage hits achieve any damage at al.



Roll 1d8 * 1 + 0 vs 2d4 * 1 + 0





Stats: rounds % hits blocked damage
full damage
Full: 60612 60.61% 3.03 hp 5.98 hp
Partial: 0 0.00% ? hp ? hp
Blocked: 39388 39.39% 0 hp 0 hp
Roll 1d8 * 1 + 0 vs 2d4 * 1 + 1





Stats: rounds % hits blocked damage
full damage
Full: 48726 48.73% 2.55 hp 6.45 hp
Partial: 0 0.00% ? hp ? hp
Blocked: 51274 51.27% 0 hp 0 hp
Roll 1d8 * 1 + 0 vs 2d4 * 1 + 2





Stats: rounds % hits blocked damage
full damage
Full: 35802 35.80% 2.08 hp 6.91 hp
Partial: 0 0.00% ? hp ? hp
Blocked: 64198 64.20% 0 hp 0 hp
Roll 1d8 * 1 + 0 vs 2d4 * 1 + 3





Stats: rounds % hits blocked damage
full damage
Full: 23413 23.41% 1.67 hp 7.32 hp
Partial: 0 0.00% ? hp ? hp
Blocked: 76587 76.59% 0 hp 0 hp



Now lets take a bastard sword 2d8 vs improving armors 1d6 for thick cloth armor, 2d6 for scale leather (bit better than 2d4 basic leather seen before), 3d6 for chain mail and 4d6 for scale mail armor.

As you can see basic cloth armor has no chance whatsoever at stopping a bastard sword.  The best it can do is a partial block (23.68% of the time) and stop one of the swords die.  Scale leather has a 25% chance of stopping all damage from the sword.  Chain mail aprox 35% and scale mail 40%.

Roll 2d8 * 1 + 0 vs 1d6 * 1 + 0





Stats:





Full: 76321 76.32% 6.91 hp 9.99 hp
Partial: 23679 23.68% 2.15 hp 2.15 hp
Blocked: 0 0.00% 0 hp 0 hp
Roll 2d8 * 1 + 0 vs 2d6 * 1 + 0





Stats:





Full: 41083 41.08% 5.68 hp 11.56 hp
Partial: 33878 33.88% 2.17 hp 5.82 hp
Blocked: 25039 25.04% 0 hp 0 hp
Roll 2d8 * 1 + 0 vs 3d6 * 1 + 0





Stats:





Full: 28846 28.85% 5.07 hp 12.31 hp
Partial: 36246 36.25% 2 hp 6.47 hp
Blocked: 34908 34.91% 0 hp 0 hp
Roll 2d8 * 1 + 0 vs 4d6 * 1 + 0





Stats:





Full: 22478 22.48% 4.58 hp 12.84 hp
Partial: 36731 36.73% 1.89 hp 6.82 hp
Blocked: 40791 40.79% 0 hp 0 hp


So how does all this fit into combat.  Well lets say you always work on a 10 to hit on a d20 for an unskilled character.  I roll and get a 6 then I miss, but if I roll a 16 I hit.  I then roll damage and let the defender's armor roll damage to stop the damage.

Of course there are skills and abilities to consider.  A proficient swordsmaster would get +4 to hit plus say -2 for the targets dexterity.  If so an 8 not a 10 would be needed to hit.  Yet once the hit to the target is achieved then the weapons and armors sort it out.  I think this gives out some very nice numbers as to the probability to do damage and the amount of damage delivered.  It also invites the character to actually try to dodge, parry and take cover not just stand and deliver.

What do you think? I'd love to hear feedback on this.