Post by apoc40 on Jan 15, 2014 17:46:55 GMT -5
I made some notes while trying to understand combat & movement better, so as to advise the players in what situation to use what style (ideally). Again some of our folks don’t Hack-and-Slash a whole lot, so they’ll probably wind up glossing over the combat section. I want to make sure I lay it out in right. Does this breakdown sound accurate?
In a fight against Captain Average VS his clone! Using a gun, no special aiming
Assuming stats of: DFT 3, Agility 4, always rolls a 3 on flux defense dice
I would need a 10 or greater to hit the target
If standing still and shooting, I need a 3 or better, so a 4 in 6 chance of hitting with just one dice, or 2/3rds of the time (probably better using 2 dice) with a 1 in 6 chance to crit.
If I move and shoot, I still need a 3 or better to hit, so still better than 2/3rds of the time, with a 1 in 6 chance to crit.
If I run & gun, I have to keep the lowest flux die, so there's a 2 in 6 chance of rolling below a 3, so that's something like only 1/3 of my hits land, but I'm making 2x the number of shots. 1 in 36 chance to get a crit (since both dice would have to be a 6).
Running multiple batches of 100 shots using conventional vs Run & Gun tactics on the above target #'s (need 3 or better on flux dice), I generally wind up with anywhere between 36% to 48% hit rate on Run & Gun versus around 87% to 94% using move + shoot
So as I see it, and will explain to them:
Standing still to shoot: Only do this if taking aimed shots (as a -3 to a head shot is easier to hit standing still than a -8 you'd get while running)
If the target has a decent TN to beat: Move + Attack
If you'll only miss on a 1 (or 2 if you’re ballsy): Run and Gun
I can also see how running and gunning lends itself to high level characters with a high weapon skill and core value vs targets with average or low defenses, where rolling a 1 is basically the only way you'd miss.
In a fight against Captain Average VS his clone! Using a gun, no special aiming
Assuming stats of: DFT 3, Agility 4, always rolls a 3 on flux defense dice
I would need a 10 or greater to hit the target
If standing still and shooting, I need a 3 or better, so a 4 in 6 chance of hitting with just one dice, or 2/3rds of the time (probably better using 2 dice) with a 1 in 6 chance to crit.
If I move and shoot, I still need a 3 or better to hit, so still better than 2/3rds of the time, with a 1 in 6 chance to crit.
If I run & gun, I have to keep the lowest flux die, so there's a 2 in 6 chance of rolling below a 3, so that's something like only 1/3 of my hits land, but I'm making 2x the number of shots. 1 in 36 chance to get a crit (since both dice would have to be a 6).
Running multiple batches of 100 shots using conventional vs Run & Gun tactics on the above target #'s (need 3 or better on flux dice), I generally wind up with anywhere between 36% to 48% hit rate on Run & Gun versus around 87% to 94% using move + shoot
So as I see it, and will explain to them:
Standing still to shoot: Only do this if taking aimed shots (as a -3 to a head shot is easier to hit standing still than a -8 you'd get while running)
If the target has a decent TN to beat: Move + Attack
If you'll only miss on a 1 (or 2 if you’re ballsy): Run and Gun
I can also see how running and gunning lends itself to high level characters with a high weapon skill and core value vs targets with average or low defenses, where rolling a 1 is basically the only way you'd miss.