RPG firearm combat system
I've read AlexFili's RPG (RFSOTE) and got interested in his combat system. I came up with a system which is based on AlexFili's but is somewhat more detailed. This system can be integrated within any gamemastered RPG with minor or no changes. So here it is:
Character combat actions are performed according to Fili's RPG rules but with following specifications:  player states wether he shoots at oponent's head, torso or limb  player chooses his weapon's fire mode (if available)  game master and/or player defines shooting distance according to game's situation. Tools:  tree identical coins (T  tail, H  head) note: THH  any combination with 1 tail and 2 heads, TTH  same with 2 tails and 1 head. Numbers in brackets after Ts and Hs are combinations' probabilities. Ofcause this pattern is very simplified but it seems to be fair and correct for forum RPG's. Some abbreviations: m  missed w  wounded h  heavily wounded sd  shot dead A) Hit points, medics and medical kits rules: A character has 3 to 6 HP's, which means how many times a character can be wounded. w =  1 HP h =  3 HPs When a character has 0 HP he/she is heavily wounded. Heavily wounded characters can't heal themselves and can only be treated by a medic. Heavily wounded can't move or shoot any weapons other than handguns. If a heavily wounded character gets shot once more he/she is shot dead anyways. An average character has 3 HPs but such characters as big bro sligs may have up to 6 HPs. One personal medical kit = +1 HP. Medic: heal ordinary wounds = restore all HPs. Heal heavy wound = character is carried out of combat zone and is back to normal but with only 1 HP. B) firearms : Shooting rules: Player can target head, torso or limbs. Ranges: Closequarters (<200 m)  handguns, SMGs, shotguns midranged (<800)  Rifles, ARs, SAWs, mounted machineguns sniper (<1200 m)  sniper rifles heavy (>1200 m)  aircraft, artillery, armored vehicle rounds For simplicity guns allways miss when fired outofrange. # Handguns  Head: 2 coins: TH  m (0.5), HH  h (0.25), TT  sd (0.25)  Torso: 3 coins: THH  m (0.375), TTH  w(0.375), HHH  h (0.125), TTT (0.125)  sd  Limbs: 1 coin: T  m (0.5), H  w (0.5) # Submachine guns semiautomatic fire:  Head: 2 coins: TH  m (0.5), HH  h (0.25), TT  sd (0.25)  Torso: 3 coins: THH  m (0.375), TTH  w(0.375), HHH  h (0.125), TTT (0.125)  sd  Limbs: 1 coin: T  m (0.5), H  w (0.5) fullyautomatic fire:  Head: 3 coins: THH, TTH  m (0.75), HHH  h (0.125), TTT  sd (0.125)  Torso: 3 coins: HHH  m (0.125), TTH  w (0.375),THH  h (0.375), TTT (0.125)  sd  Limbs: 1 coin: T  m (0.5), H  w (0.5) # Shotguns  Head: 2 coins: TT  m (0.25), HH  h (0.25), TH  sd (0.5)  Torso: 3 coins: TTT  m (0.125), HHH  w(0.125), THH  h (0.375), TTH (0.375)  sd  Limbs: 1 coin: T  m (0.5), H  w (0.5) # Rifles  Head: 2 coins: TT  m (0.25), HH  h (0.25), TH  sd (0.5)  Torso: 3 coins: HHH  m (0.125), TTH  w(0.375), THH  h (0.375), TTT (0.125)  sd  Limbs: 1 coin: T  m (0.5), H  w (0.5) # Assault Rifles semiautomatic fire:  Head: 2 coins: TT  m (0.25), HH  h (0.25), TH  sd (0.5)  Torso: 3 coins: HHH  m (0.125), TTH  w(0.375), THH  h (0.375), TTT (0.125)  sd  Limbs: 1 coin: T  m (0.5), H  w (0.5) fullyautomatic fire:  Head: 2 coins: TH  m (0.5), HH  h (0.25), TT  sd (0.25)  Torso: 3 coins: THH  m (0.375), TTT  w (0.125), HHH  h (0.125), TTH (0.375)  sd  Limbs: 1 coin: T  m (0.5), H  w (0.5) # Squad Automatic Weapons and mounted machineguns  Head: 3 coins: THH, HHH, TTH  m (0.875), TTT  sd (0.125)  Torso: 3 coins: TTT  m (0.125), HHH  w (0.125), THH  h (0.375), TTH (0.375)  sd  Limbs: 1 coin: T  m (0.5), H  w (0.5) # Sniper rifles Fired with scope:  Head: 2 coins: TT  m (0.25), HH, TH  sd (0.75)  Torso: 3 coins: TTT  w (0.125), HHH  h (0.125), THH,TTH (0.75)  sd  Limbs: 1 coin: T  m (0.5), H  w (0.5) Fired without a scope:  Head: 2 coins: TT  m (0.25), HH  h (0.25), TH  sd (0.5)  Torso: 3 coins: HHH  m (0.125), TTH  w(0.375), THH  h (0.375), TTT (0.125)  sd  Limbs: 1 coin: T  m (0.5), H  w (0.5) C) Explosives # Hand grenages, attached grenade launchers, light mortars (3 coins) open area: TTT (0.125)  m (target avoided the explosion and shrapnel) TTH (0.375)  w THH (0.375)  h HHH (0.125)  sd close quarters (trenches, corridors): TTT (0.125)  m THH (0.375)  h TTH, HHH (0.5)  sd # Rocketpropelled grenade launchers, artillery shells, tank and aircraft rounds (This section is very simplified because these rules are mostly for firearm combat) TTT (0.125)  m HHH (0.125)  h TTH, THH (0.75)  sd D) Melee # Entrenching shovel, knife (3 coins) HHH (0.125)  m THH (0.375)  w TTH (0.375)  h TTT (0.125)  sd # Attached bayonet (3 coins) THH (0.375)  m HHH (0.125)  w TTT (0.125)  h TTH (0.375)  sd E) Armor and helmets Armor vests allow the character to avoid being shot dead with a firearm or schrapnel. x > y means that damage type x is replaced with damage type y number in brackets is amount of shots absorbed before the vest breaks # Light armor vest : Handguns, SMGs: w > m, h>w, sd > h (6 shots) rifles, ARs, shotgun, shrapnels: w>m, h>w, sd> h (1 shot) sniper, SAW, mounted no protection # Combat armor vest : Handguns, SMGs: w > m, h>w, sd > h (12 shots) rifles, ARs, shotguns, shrapnel: w>m, h>w, sd> h (4 shots) sniper, SAW, mounted: w>m, h>w, sd> h (1 shot) # Heavy armor vest: Handguns, SMGs: w > m, h>w, sd > h (any amount) rifles, ARs, shotguns, shrapnel: w>m, h>w, sd> h (10 shots) sniper, SAW, mounted: w>m, h>w, sd> h (4 shots) # Combat helmet: Handguns, SMGs, shrapnel: w > m, h>w, sd > h (2 shots) rifles, ARs, shotguns: w>m, h>w, sd> h (1 shot) sniper, SAW, mounted  no protection # Heavy combat helmet with face shield: Handguns, SMGs, shrapnel: w > m, h>w, sd > h (4 shots) rifles, ARs, shotguns: w>m, h>w, sd> h (2 shots) sniper, SAW, mounted: w>m, h>w, sd> h (1 shot) Hope this system would be useful for the RPGers. 
How long did it take to come up with all this?

Quote:

All times are GMT 8. The time now is 07:40 PM. 
Powered by vBulletin® Version 3.8.7
Copyright ©2000  2020, vBulletin Solutions, Inc.
Please note that the Oddworld Forums are not affiliated with Oddworld Inhabitants.