Aim: Difference between revisions
m (GS4-XERAPHINA moved page Aiming Success to Aim: moving page to Aim for general mechanics involved with Aim itself.) |
(moved aim mechanics information off Verb:AIM page, and unified into one article with Aim success page. This page will need additional formatting fixes from this move.) |
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The ability to hit an aimed location depends on skill training and other factors. For melee attacks, [[Combat Maneuvers]] and [[Ambush]] skills are needed. For ranged attacks, [[Perception]] is the main factor when firing in the open, and Perception and Ambush are weighted equally for hidden sniping. For Limb Disruption (708), [[Spell Aiming]] is used for targeting limbs. |
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== Roundtime (melee weapons) == |
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{{main|Base weapon speed}} |
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Whether one is attacking from hiding or in the open, aiming adds three seconds to an attacker's weapon BASE [[roundtime]]. This additional roundtime may be mitigated in the normal way via [[agility]] and [[dexterity]] bonuses down to the ''minimum aimed roundtime'' of the particular weapon used. The minimum aimed roundtime of a weapon differs from the normal minimum roundtime of that weapon as follows: |
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{| {{Prettytable|text-align:center;}} |
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|-bgcolor=lightblue |
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!Weapon base speed |
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!Normal Min. RT |
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!Min. Aimed RT |
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| 1 |
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| 3 |
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| 4 |
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| 2, 3 |
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| 4 |
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| 5 |
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|- |
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| 4+ |
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| 5 |
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| 6 |
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|} |
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== Other Limitations == |
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Any condition that prevents a character from attacking normally will prevent this verb from working, as will attempting to aim at a nonexistent (''e.g.'', the legs of a worm) or already severed body part. |
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Size disparity can also prevent aiming at specific body parts. Large [[character]]s will not be able to aim at specific parts of small critters (''e.g.'', a [[human]] cannot aim at specific parts of a spiked cavern urchin). Furthermore, no character can aim at a part of a [[creature]] that, because of size limitations, is out of his or her reach (''e.g.'', a [[dwarf]] cannot aim at the head or neck of a [[giant]] that is standing up). The use of longer weapons can somewhat mitigate this. |
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The factors that influence the chance of successfully attacking the body part aimed for include: |
The factors that influence the chance of successfully attacking the body part aimed for include: |
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* difficulty of the particular body part targeted (smaller and more critical parts of the body are harder to aim for) |
* difficulty of the particular body part targeted (smaller and more critical parts of the body are harder to aim for) |
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* the difficulty modifier for the weapon used (larger weapons are harder to aim) |
* the difficulty modifier for the weapon used (larger weapons are harder to aim) |
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* difference in attacker and target [[level]] |
* difference in attacker and target [[level]] |
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* the attacker's [[Ambush]] skill |
* the attacker's [[Ambush]] skill |
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* the attacker's [[Combat Maneuvers]] skill (when aiming from the open, as opposed to from hiding) |
* the attacker's [[Combat Maneuvers]] skill (when aiming from the open, as opposed to from hiding) |
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* any eye or bleeding head [[wound]]s the attacker may have |
* any eye or bleeding head [[wound]]s the attacker may have |
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* formula for aiming success: [[Aiming Success]] |
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Failure to hit the desired body part will result in attacking a different part of the target's body, or, at low skill levels, may result in the attacker being unable to find an opening for an attack yet still incurring roundtime. |
Failure to hit the desired body part will result in attacking a different part of the target's body, or, at low skill levels, may result in the attacker being unable to find an opening for an attack yet still incurring roundtime. |
Revision as of 12:14, 1 January 2023
The ability to hit an aimed location depends on skill training and other factors. For melee attacks, Combat Maneuvers and Ambush skills are needed. For ranged attacks, Perception is the main factor when firing in the open, and Perception and Ambush are weighted equally for hidden sniping. For Limb Disruption (708), Spell Aiming is used for targeting limbs.
Roundtime (melee weapons)
- Main article: Base weapon speed
Whether one is attacking from hiding or in the open, aiming adds three seconds to an attacker's weapon BASE roundtime. This additional roundtime may be mitigated in the normal way via agility and dexterity bonuses down to the minimum aimed roundtime of the particular weapon used. The minimum aimed roundtime of a weapon differs from the normal minimum roundtime of that weapon as follows:
Weapon base speed | Normal Min. RT | Min. Aimed RT |
---|---|---|
1 | 3 | 4 |
2, 3 | 4 | 5 |
4+ | 5 | 6 |
Other Limitations
Any condition that prevents a character from attacking normally will prevent this verb from working, as will attempting to aim at a nonexistent (e.g., the legs of a worm) or already severed body part.
Size disparity can also prevent aiming at specific body parts. Large characters will not be able to aim at specific parts of small critters (e.g., a human cannot aim at specific parts of a spiked cavern urchin). Furthermore, no character can aim at a part of a creature that, because of size limitations, is out of his or her reach (e.g., a dwarf cannot aim at the head or neck of a giant that is standing up). The use of longer weapons can somewhat mitigate this.
Success and Failure (melee weapons)
The factors that influence the chance of successfully attacking the body part aimed for include:
- difficulty of the particular body part targeted (smaller and more critical parts of the body are harder to aim for)
- the difficulty modifier for the weapon used (larger weapons are harder to aim)
- difference in attacker and target level
- the attacker's Ambush skill
- the attacker's Combat Maneuvers skill (when aiming from the open, as opposed to from hiding)
- any eye or bleeding head wounds the attacker may have
- formula for aiming success: Aiming Success
Failure to hit the desired body part will result in attacking a different part of the target's body, or, at low skill levels, may result in the attacker being unable to find an opening for an attack yet still incurring roundtime.
Aiming Formula: Melee and Hurling
An initial d100 is made. If you roll <= 5, you auto fumble. If you do not auto fumble, the D100 roll is used in the skill check:
MIN(95, (Skill + Stats + Weapon Modifier)/2) + Area modifier + Target Status + d100 = Result
Note: Level is not taken into account for aiming success chance. A comparison between Target size and attacker size is included in the area modifier.
Result
> 100: Success <100 and >66: you miss the location but still find an opening to attack <=66: You fail to find an opening
Skill
Melee
- Aiming from hidden = Ambush Bonus
- Open aiming = TRUNC((CM Bonus + Ambush Bonus + 1) / 2)
Hurling
- TRUNC(TRUNC((cman + ambush + 1) / 2) * (3 / 2))
- Effectively the same as Melee * 3/2
Stats
Melee
- Dex Bonus + TRUNC((Int Bonus + 1) / 2)
Hurling
- Int bonus + TRUNC((Dex Bonus + 1) / 2)
Weapon Modifier
Varies based on weapon. Large/slow weapons have more penalty. Small and maneuverable weapons have a bonus.
Table added at the bottom of the page
Area Modifier
Head: -10 Neck: -15 Arms: +10 Legs: +15 Hands: +5 Eyes: -25 Other: 0
- Predator's Eye adds into the calculation as part of the location modifier.
- The area modifier is also modified by attacker/target size. Attacking a target bigger than attacker is easier, a target smaller than attacker is more difficult.
Target Status
Kneeling/Sitting/Prone: +10 if head/neck/eyes, +25 otherwise.
Example
202 CM + Lance (-50 aim) aiming at the head,
d100 = 84 Skill = ((302 + 0 + 1) / 2) = 151 Stats = (20 + (22 + 1) / 2) = 31 Attacker modifier = 0 Weapon Modifier = -50
Result = MIN(95, (Skill + Stats + Weapon Modifier)/2) + Area + Target Status + d100 = MIN(95, (151 + 31 - 50)/2) - 10 + 0 + 84 = 140 140 > 100 = Success
Aiming Formula: Ranged
Below is copied from Discord, formatting to come:
d100, <= 25 automatic failure rolling a 1 is a major fumble and shot flies wide of the target, otherwise you just miss your locaton Base Skill: Hidden = TRUNC((Perception Ranks + Ambush Ranks) / 2) + TRUNC(Ranged Weapons / 4) Open = TRUNC(Perception Ranks / 2) + TRUNC(Ranged Weapons / 4) Location Penalty: Head: 10 Neck: 12 Limbs: 2 Hands: 5 Torso: 2 Eyes: 20 Penalty = ((3 * Target Level * Location Modifier) / Base Skill) Target Status: Prone/Sitting: -10 Size Mod (target): Tiny: -10 Small: -5 Medium: +5 Large: +15 Spells (on attacker): 607: -20 613: 15 + (Ranger ranks over 13) 404: +5 412: -10 1001: -10 Crossbow: Standing: +5 Kneeling: +20 +sighting > 100 = Success >= 50 minor failure, missed location but shot succeeds < 50 major failure, shot flies wide of the target Example: 2x perception + 2x ranged firing from open at left eye. Target is level 100 and normal size (0 modifier) d100 = 50 Base aim skill = TRUNC(202 / 2) + TRUNC(202 / 4) = 151 Left Eye penalty = ((3 * 100 * 20) / 151) = 39 Area adjusted skill = 151 - 39 = 112 Sighting = 0 Final skill = Adjusted Skill + d100 = 112 + 50 = 162 > 0 = success
Weapon Modifier Table: Melee
Weapon | Aim Modifier | Reach (ft) |
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dagger | 25 | 0ft |
falchion | -5 | 1ft |
handaxe | 0 | 1ft |
main gauche | 5 | 0ft |
Scimitar | 5 | 1ft |
rapier | 15 | 1ft |
broadsword | 0 | 1ft |
short sword | 10 | 0ft |
longsword | 0 | 1ft |
fist | 10 | 0ft |
tiger claw | 25 | 0ft |
club | 10 | 1ft |
war hammer | 10 | 1ft |
mace | 5 | 1ft |
morning star | -5 | 1ft |
whip | -25 | 2ft |
battle axe | -25 | 2ft |
flail | -40 | 2ft |
war mattock | -20 | 2ft |
quarterstaff | -5 | 2ft |
Runestaff | -10 | 2ft |
two-handed sword | -30 | 2ft |
javelin | -50 | 2ft |
lance | -50 | 3ft |
spear | -10 | 2ft |
spear (2h) | -20 | 3ft |
military pick | -25 | 2ft |
awl pike | -55 | 3ft |
claidhmore | -30 | 2ft |
backsword | 0 | 1ft |
estoc | 0 | 1ft |
bastard sword (1h) | -15 | 2ft |
bastard sword (2h) | -5 | 2ft |
crowbill | 5 | 1ft |
flamberge | -10 | 2ft |
hammer of kai | -35 | 3ft |
jeddart-axe | -35 | 3ft |
ball & chain | -35 | 2ft |
pilum | 0 | 2ft |
naginata | -25 | 3ft |
cestus | 10 | 0ft |
paingrip | 10 | 0ft |
razorpaw | 10 | 0ft |
knuckle-duster | 10 | 0ft |
hook-knife | 25 | 0ft |
blackjack | 15 | 0ft |
knuckle-blade | 10 | 0ft |
yierka-spur | 20 | 0ft |
troll-claw | 5 | 0ft |
fist-scythe | 10 | 0ft |
jack-blade | 10 | 0ft |
katar | 10 | 0ft |
katana (1h) | -10 | 2ft |
katana (2h) | -5 | 2ft |
maul | -20 | 2ft |
sai | 10 | 0ft |
trident | -10 | 2ft |
trident (2h) | -20 | 3ft |
whip-blade | 10 | 1ft |
jab (UCS) | 10 | 0ft |
punch (UCS) | 5 | 0ft |
grapple (UCS) | -5 | 0ft |
kick (UCS) | -10 | 0ft |