More on the Challenges Combat system hack: Multiattacks,

On Google Plus we had a small discussion about the last post. Nags were found. Here come fixes.

Multiattacks

The first nag is that if you have multiple attacks per round and your target is hard to hit, you get more penalties. Which is true and a problem. If you use such a system, I advise ignoring all the negative effects from missing the target, but if you want you can keep “deal half damage missing on a 1” and “deal 1d3 missing on a 2”.

The table becomes the following (and it’s what I’m going to use when I run things using a d20 to hit):

When Hitting with a…

  1. or less: 5+ damage (or more), critical wound
  2. +4 damage, medium wound
  3. +4 damage, medium wound
  4. +3 damage, medium wound
  5. +3 damage, light wound
  6. +2 damage, light wound
  7. +2 damage, light wound
  8. +1 damage
  9. +1 damage
  10. Normal Damage
  11. Normal Damage

What About Scarlet Heroes?

Just use the table above, looking up the natural d20 result on the table if you hit. Apply the damage modifier from the table to a single damage die and then convert that to SH damage. I will playtest tonight with a newly rolled Fighter and amend the post with the results.

What if I don’t use d20? The AFG example

AFG does not use a d20. But it has 2 completely different combat systems. The adaptation therefore works this way: the result that guarantees a hit to both newbs and experts is the one that does no extra effects, with other results that are successes only for more experts deal progressively more damage. For example if you use a d6 and you hit with high numbers, 6 will deal no extra effects, 5 will have some extra damage, etc.

5MAIL always uses a single attack per round, so it’s safe to use both negative modifiers on miss and positive on hits:

Miss on a 1: deal 1d3 damage (or 1d6/2 if you’re strict about these things)

Miss on a 4: don’t attack next round

Hit on a 2: +1 damage die, save or trauma (-1 FC for 1d6 weeks) and staggered for 1d6 rounds

Hit on a 3: +1 damage die, save or trauma (-1 FC for 1d6 weeks)

Hit on a 4: +1 damage die, save or staggered for 1d6 rounds

Hit on a 5: +1 damage die

Hit on a 6: normal damage

Some of these results give an extra damage die, to be treated as all the other extra damage dice. If the character knows Secret Fighting Techniques that require activation, they can activate them foregoing this extra damage die.

FIGHTMORE might make you roll for melee multiple times per round. So for the purpose of modifiers just consider the roll used to potentially hit someone and not the defence rolls. If you roll once per round (for example using FIGHTMORE MAYHEM) then just use that roll.

On a Draw, deal damage normally, counter with a shield as usual. On every other result, use the 5MAIL table above. I might release a proper old-style CRT (Combat Result Table, like in old wargames).

Advertisements