Partial Success-"fixing" the combat matrix

AKAramis said:
Atgxtg just stole a concept from another BRP derivative: Pendragon. ;)

A good steal, too. ;)

Good guess. :D

I actually did up charts using the Pendragon Partical success idea (lower roll= partial). I prefered it to the 1/2 or less as it was simpler to work out, except it eliminated a few pof the options, since you couldn't have a success vs. success or a partial vs a partial anymore. Taking out those two results and it ended up working pretty much like the orginal charts. :(

At least this way the whole chart get's used.
 
<holmes mode>
Not a Guess, my good man, Simple Deduction. Elementary, my dear Atgxtg, really. You are a Pendragon fan. I'm a Pendragon fan. You didn't even rename the mechanic. You merely forgot to attribute your source, which I conveniently remedied for you.</holmes mode>

:D
 
atgxtg said:
119fs998729.png


120fs99447.png


How does that look?

My vote would be to use highest success beats lower success, and get rid of the 1/2 AP results. I'd also have a crit parry beat any non-crit hit completely and allow a riposte.
 
algauble said:
My vote would be to use highest success beats lower success, and get rid of the 1/2 AP results. I'd also have a crit parry beat any non-crit hit completely and allow a riposte.

You mean something like this?

120fs218961.png

120fs21906.png


It is a lot closer to the Pendragon model.

Oops wouldn need to NA out the Crot vs. Success colums too. Would need to be crit vs. partial.
 
Almost.

Successful Attack vs Parry/Dodge:

Fail - Normal Hit
Partial (Lower) Success - 1 x AP (if Parry)/Give Ground (if Dodge)
(Higher) Success - 2 x AP (if Parry)/ Miss (if Dodge)
Crit - Riposte/Overextended

Critical Attack vs Parry/Dodge:

Fail - Critical Hit
Success - Critical Hit
Lower Crit - 1 x AP (if Parry)/Give Ground (if Dodge)
Higher Crit - 2 x AP (if Parry)/ Miss (if Dodge)
 
Oh, so you want to split the critical results too.

Is that worth it. I mean if both players are rolling in single didgits should we worry about lower/higher? I'm thinking just having them cancel each other out.
 
Gamesmeister, I like this idea and it certainly allows defenders to take advantage of failed attacks a lot better. I may consider swiping this...
 
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