Jan 28, 2020 1:13 pm
I've decided to clean up the CC thread a bit and move everything that's not directly related to that over here for now so things don't get confusing.
I'd be curious to observe if you wouldn't mind
I also wanted to ask a question about enhanced: can mutations be counted as weapons/armor? Things like claws, for example, or a hardened skin. They are technically represent by traits, I guess, but if you want to add some armor penetration, or a special effect? (And if yes, would it still count for unarmed combat in case of such "weapons"?)
Edit: oops, armor penetration is technically under offensive mutation already. Well, how about poison then?
And I'm a bit confused by armor penetration, as there's no detailed description on what exactly this value means. I assumed at first that it allowed to ignore armor (like maybe if armor's value was lower than weapon's penetration?), but it doesn't appear to be the case on second glance. Can you give an example like a weapon with it would work against armored opponents?Invite me to that game, that would be great :)
Yes, I didn't want to go too in depth in the rules chapter about all the combat rules because I didn't want that section to get too overwhelming. Also, the rules changed slightly since I wrote them down after I had a quick talk with CESN so what I called "Armor Penetration" at first, are now two values: Precision and Armor Break.
Basically, if a PC attacks an NPC, they first roll their weapon skill. If that is successful, they hit.
Then, they roll a Precision roll, using the weapon's Precision modifier as the effective skill level. If that is successful, the attack gets through the armor and hurts the character. If it is unsuccessful, it only hits the armor and (except for rare cases) doesn't do damage to the character. The Armor Break value is used to determine whether or not the attack damages the armor or not (You can't break military combat armor by hitting it with your bare hands).
If a PC is attacked by an NPC, they first roll their dodge skill. If that is unsuccessful, they are hit.
Then they roll an Armor roll, using their armor's current resistance level as the effective skill level. If that is unsuccessful, the attack hits the PC, if it is successful, the attack hits the armor.
FlyingSucculent says:
Hey @bowl, would you mind if I play solo with your rules? Just a one-shot battle with myself (on my own forum, of course). :Dbowlofspinach says:
For sure, try it out. The battle rules are mostly untested so it might be good to get them tested already xDI'd be curious to observe if you wouldn't mind
FlyingSucculent says:
I can invite you to my sandbox game, if that's okay? :DI also wanted to ask a question about enhanced: can mutations be counted as weapons/armor? Things like claws, for example, or a hardened skin. They are technically represent by traits, I guess, but if you want to add some armor penetration, or a special effect? (And if yes, would it still count for unarmed combat in case of such "weapons"?)
Edit: oops, armor penetration is technically under offensive mutation already. Well, how about poison then?
And I'm a bit confused by armor penetration, as there's no detailed description on what exactly this value means. I assumed at first that it allowed to ignore armor (like maybe if armor's value was lower than weapon's penetration?), but it doesn't appear to be the case on second glance. Can you give an example like a weapon with it would work against armored opponents?
Yes, I didn't want to go too in depth in the rules chapter about all the combat rules because I didn't want that section to get too overwhelming. Also, the rules changed slightly since I wrote them down after I had a quick talk with CESN so what I called "Armor Penetration" at first, are now two values: Precision and Armor Break.
Basically, if a PC attacks an NPC, they first roll their weapon skill. If that is successful, they hit.
Then, they roll a Precision roll, using the weapon's Precision modifier as the effective skill level. If that is successful, the attack gets through the armor and hurts the character. If it is unsuccessful, it only hits the armor and (except for rare cases) doesn't do damage to the character. The Armor Break value is used to determine whether or not the attack damages the armor or not (You can't break military combat armor by hitting it with your bare hands).
If a PC is attacked by an NPC, they first roll their dodge skill. If that is unsuccessful, they are hit.
Then they roll an Armor roll, using their armor's current resistance level as the effective skill level. If that is unsuccessful, the attack hits the PC, if it is successful, the attack hits the armor.