Page 1 of 2 12 LastLast
Results 1 to 15 of 18

Thread: Combat Difficulty #'s

  1. #1

    Question Combat Difficulty #'s

    One of my players is pretty livid about unarmed combat difficulty numbers. For instance to grapple someone requires a roll of 9. This means someone with an unarmed combat skill of 2 would have to get a dramatic success to succeed. Seems a little steep to 'rassle someone. The other difficulty numbers are strange too. I'm trying out lowering them to routine difficulty numbers modified by, dodging, accuracy, initiative, etc. But I was wondering if anyone else had some unarmed combat re-tooling ideas?

  2. #2
    Join Date
    Sep 1999
    Location
    Melbourne, Australia. Winner of the First Trek Survivor Trivia Show, and Bearer of the Steve Long Pink Elephant Stamp of Learning. :)
    Posts
    526

    Lightbulb

    I don't have any re-tooling ideas, but ask your player to consider this when thinking about difficulty numbers...

    Combat (especially Unarmed Combat) is a dynamic situation - people, places, circumstances, are always in motion. Your opponent does not want to be hit, grappled, etc...and is always in motion (as much as possible) to avoid being so. The difficulty numbers reflect this. Bear in mind that when the opponent is injured, held, prone, etc...the difficulty number(s) required to hit your opponent drop.

    To demonstrate: Ask your player to try and grapple you when you're standing still - and then ask him to grapple you while you're doing everything you can to avoid him. Watch the difficulty of the attempted grapple rise when you're avoiding him...and then you'll see that the difficulty numbers start to make sense.

    Alternatively: simply drop all Unarmed Combat difficulty numbers by one or two...but do itacross the board. That is, all parties get the benefits of lower difficulty numbers - PCs, NPCs, the Bad Guys, etc...

    ------------------
    How do I set a Laser Printer to stun?

    [This message has been edited by Paul (edited 02-12-2001).]

  3. #3
    Join Date
    Nov 2000
    Location
    Albuquerque, NM, USA
    Posts
    2,990

    Thumbs up

    I always found a lot of the combat numbers high, as well. If the guys are trying to avoid, I figure they're using their unarmed combat defensive maneuvers. A success adds to the difficulty. I figure most combat actions to be in the 5-7 range, with really fancy maneuvers like the wrist lock and flip of akido a bit more difficult (7-9).

  4. #4
    Join Date
    Aug 1999
    Location
    Salt Lake City
    Posts
    2,923

    Lightbulb

    You really want to see players freak out, hand one of them a (sp) Bat'leth...


    ------------------
    Don
    trekrpg@trekrpg.net

  5. #5
    Join Date
    Sep 1999
    Location
    Melbourne, Australia. Winner of the First Trek Survivor Trivia Show, and Bearer of the Steve Long Pink Elephant Stamp of Learning. :)
    Posts
    526

    Post

    Originally posted by qerlin:
    If the guys are trying to avoid, I figure they're using their unarmed combat defensive maneuvers.
    Not at all. In a fight, I can move around to try and get advantageous positioning without using a defensive technique. When I spar against opponents in Karate training, there is a very real difference between moving to avoid your opponent and blocking his attacks. The success of the defence determines the success required for the attack to succeed. Moving around means that my opponent has to either move with me to maximise his chances of hitting me, or else he can attack from where he is - at an increased difficulty.

    ------------------
    How do I set a Laser Printer to stun?

  6. #6
    Join Date
    Jun 2000
    Location
    Cartography Heaven, AussieLand
    Posts
    2,482

    Post

    I'm probably on the same level here with Paul, as I would agree with his assessment.
    Lowering the numbers by 1-2 judging by there apparent difficulty could pay off. Just do a bit of sparring in your next game and see what happens.

    ------------------
    SIR SIG a Aussie TREK Narrator

  7. #7

    Post

    Personally I like the minimum difficulties... You would be surprised at how often most players hit the target.

    But if your really not happy and looking for an easy mechanic, simply make it an opposed test. The roll to hit vs the roll to dodge/block or whatever... Then it evens the playing field and crappy rolls make a BIG difference...

    But when they ask (and someone probably will), remember. unless you can freeze time or move at the speed of light (which IS possible in Trek) dodging phasers is a no-no.

    ------------------
    Dan.

    "A couple of thoughts from a random mind!"

  8. #8
    Join Date
    Nov 2000
    Location
    Geelong, Vic; Australia
    Posts
    1,131

    Post

    Originally posted by Dan Gurden:
    ...But when they ask (and someone probably will), remember. unless you can freeze time or move at the speed of light (which IS possible in Trek) dodging phasers is a no-no.

    This argument used to come up in my old WEG Star Wars games - the WEG mechanic of shoot vs dodge is similar (for those who aren't familiar with WEG's Star Wars: The RPG game), and people used to always complain about characters dodging energy weapons.

    My argument has always been that it's not about someone literally "dodging bullets" (ala The Matrix), but rather about their ability to jink, dive, roll and generally run about to make themselves a difficult target (have a game of CounterStrike to see how this works! ).

    I use a modification of the dodge rules, based on the Star Wars system. If a character wishes to take other actions, they can perform a "normal" dodge, which replaces the standard difficulty number with the character's roll. Or, if they wish, they can perform a "full dodge". With this, their roll is added to the difficulty number, but they can take no other actions. Essentially, this represents not trying to return fire, but simply hitting the ground and hugging it - by not sticking their head (or other bits of their anatomy) up to do something else, they make themselves that much harder to hit.

    Having said that, I don't go with phasers moving at light-speed. Watching a phaser shot frame-by-frame, they appear similar to blaster shots in the Star Wars movies - travelling at a measurable, visible speed - perhaps roughly that of a bullet.

    The only theory I can think of that adequately explains it is that higher power to a phaser increases the beam's velocity (part of the cause of the thermal and kinetic energy damage effects). So hand-held phasers only work at about bullet-speed, whereas large ship-based arrays fire at near light-speed.

    *Shrug* Works for me, anyway!



    ------------------
    "May I find you with peace, and leave you with hope."

  9. #9
    Join Date
    Jun 2000
    Location
    Ft Lauderdale, FL, USA
    Posts
    140

    Post

    Originally posted by Dan Gurden:
    Personally I like the minimum difficulties... You would be surprised at how often most players hit the target.

    <More stuff snipped>

    But when they ask (and someone probably will), remember. unless you can freeze time or move at the speed of light (which IS possible in Trek) dodging phasers is a no-no.

    Hate to disagree with my esteemed colleague here -- especially when Chief Dovoro is still a sitting duck in a runabout in his PBEM :P -- but remember that you're not dodging the phaser blast, you're dodging the hand-eye tracking coordination of the guy firing it. You're trying to throw off his aim, dig?

    What I have a problem with, personally, regarding the LUGTrek combat system is not that the HTH difficulties are high -- I consider each round an exchange of blows, and there's stuff going on and the Diff is the chance of getting in that one telling blow that does damage -- but rather than the phaser fire difficulties are so low. Frankly, unless your Dodge score is a 3 or more, you might as well not bother, in every single combat I've ever run.

    Which is why I grandly hint to players who win initiative in a combat round that rather than declare a Dodge roll, they might find it helpful to declare an roll to dive for cover. I use Athletics for this if it requires a strenuous effort (like hoisting oneself up onto an overhead conduit as the phaser rifle fire begins) but Dodge if it's a simple matter, for instance, of diving behind a cargo module.

    YMMV, of course, and likely does.


    BJ

  10. #10
    Join Date
    Jul 2000
    Location
    The Galactic Core of Pennsylvania
    Posts
    131

    Post

    y'know, I'm having a lot of fun finding out who my fellow players on the board are...

    and let me just say, Dan, that you've made your Chief Engineer veeeerrry nervous now.

    I have to agree with Cmdr. Bluejeans on this one. You aren't dodging the beam so much as the person's skill and opportunity. Taking into consideration human reflex and the fact that a bullet is travelling faster than the speed of sound; it's very unlikely that a human should be able to 'dodge a bullet;' and, yet, how many people have survived wars, gang shootings, postal workers, etc...

    The primary difference between a bullet and a beam weapon though is that you can't pull your shot/track your shot with a projectile. (Although a fully automatic weapon comes darn close, and, well... people have survived those, too...) However, this may account for the lower difficulty numbers.

    I don't think that the game rules would make dispensation for dodging phasers if we weren't meant to:

    Ranged Attack:
    If a target dodges a ranged attack, the Difficulty is not based on range, but on the Test Result of his Dodge roll; however, the minimum Difficulty is still the one indicated by range.

    Just my two strips; farbeit for me to tell my Narrator how to run his game.

    Robert

    [This message has been edited by Roxby (edited 02-13-2001).]

  11. #11
    Join Date
    Nov 2000
    Location
    Albuquerque, NM, USA
    Posts
    2,990

    Post

    Actually, I prefer the opposed tasks -- the attacker vs. the defender's skill as Dan said.

  12. #12
    Join Date
    Jun 2000
    Location
    Cartography Heaven, AussieLand
    Posts
    2,482

    Post

    Slightly off track here, but do you think some of the TN are a little to high at times.

    I find myself lowering the TN for new characters and letting experienced ones have the lot, to balance the game.

    eg. A new character makes a sensor check, rolls his 3 intellect and adds his skill of 2. Unless a dramatic sucess then 8 his limit. Now I find alot of the TN that the PC's should be aiming for can come in the 10+ range.

    I think my actual PC was 2Int and 1 skill thus a 7, needing 8's and 9's.


    ------------------
    SIR SIG a Aussie TREK Narrator

  13. #13
    Join Date
    Sep 1999
    Location
    Melbourne, Australia. Winner of the First Trek Survivor Trivia Show, and Bearer of the Steve Long Pink Elephant Stamp of Learning. :)
    Posts
    526

    Lightbulb

    One thing many of you do not seem to be taking into account is the fact that you can add Courage to your rolls to improve your chances of success - this applies to combat rolls as well as normal task resolution. As the characters gains more experience (and thus, his skill levels improve), he needs less and less Courage added to give him success (until he needs to add no Courage at all).

    Don't forget, however, you can not add Courage to improve damage done during combat.

    ------------------
    How do I set a Laser Printer to stun?

  14. #14
    Join Date
    Jun 2000
    Location
    Cartography Heaven, AussieLand
    Posts
    2,482

    Post

    Originally posted by Paul:
    One thing many of you do not seem to be taking into account is the fact that you can add Courage to your rolls to improve your chances of success - this applies to combat rolls as well as normal task resolution. As the characters gains more experience (and thus, his skill levels improve), he needs less and less Courage added to give him success (until he needs to add no Courage at all).

    Don't forget, however, you can not add Courage to improve damage done during combat.

    Don't worry Paul, his already using all of his courage most days (5 all up)

    ------------------
    SIR SIG a Aussie TREK Narrator

  15. #15
    Join Date
    Jun 2000
    Location
    Ft Lauderdale, FL, USA
    Posts
    140

    Post

    Originally posted by SIR SIG:
    Slightly off track here, but do you think some of the TN are a little to high at times.

    I find myself lowering the TN for new characters and letting experienced ones have the lot, to balance the game.

    eg. A new character makes a sensor check, rolls his 3 intellect and adds his skill of 2. Unless a dramatic sucess then 8 his limit. Now I find alot of the TN that the PC's should be aiming for can come in the 10+ range.

    I think my actual PC was 2Int and 1 skill thus a 7, needing 8's and 9's.


    Just as a side note, I don't feel the 'too high' problem applies to most, for instance, Starship rolls, since Spacedock goes into great detail about the humongous levels of bonuses you can obtain.

    BJ

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •