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Old 04-01-2011, 06:13 AM
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Admiral Zaarin Admiral Zaarin is offline
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Default RPG firearm combat system

I've read AlexFili's RPG (RF-SOTE) 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 game-mastered 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: T-H-H - any combination with 1 tail and 2 heads, T-T-H - 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:
Close-quarters (<200 m) - handguns, SMGs, shotguns
mid-ranged (<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 out-of-range.

# Handguns

- Head: 2 coins: T-H - m (0.5), H-H - h (0.25), T-T - sd (0.25)
- Torso: 3 coins: T-H-H - m (0.375), T-T-H - w(0.375), H-H-H - h (0.125), T-T-T (0.125) - sd
- Limbs: 1 coin: T - m (0.5), H - w (0.5)

# Submachine guns

semi-automatic fire:
- Head: 2 coins: T-H - m (0.5), H-H - h (0.25), T-T - sd (0.25)
- Torso: 3 coins: T-H-H - m (0.375), T-T-H - w(0.375), H-H-H - h (0.125), T-T-T (0.125) - sd
- Limbs: 1 coin: T - m (0.5), H - w (0.5)

fully-automatic fire:
- Head: 3 coins: T-H-H, T-T-H - m (0.75), H-H-H - h (0.125), T-T-T - sd (0.125)
- Torso: 3 coins: H-H-H - m (0.125), T-T-H - w (0.375),T-H-H - h (0.375), T-T-T (0.125) - sd
- Limbs: 1 coin: T - m (0.5), H - w (0.5)

# Shotguns

- Head: 2 coins: T-T - m (0.25), H-H - h (0.25), T-H - sd (0.5)
- Torso: 3 coins: T-T-T - m (0.125), H-H-H - w(0.125), T-H-H - h (0.375), T-T-H (0.375) - sd
- Limbs: 1 coin: T - m (0.5), H - w (0.5)

# Rifles

- Head: 2 coins: T-T - m (0.25), H-H - h (0.25), T-H - sd (0.5)
- Torso: 3 coins: H-H-H - m (0.125), T-T-H - w(0.375), T-H-H - h (0.375), T-T-T (0.125) - sd
- Limbs: 1 coin: T - m (0.5), H - w (0.5)

# Assault Rifles

semi-automatic fire:
- Head: 2 coins: T-T - m (0.25), H-H - h (0.25), T-H - sd (0.5)
- Torso: 3 coins: H-H-H - m (0.125), T-T-H - w(0.375), T-H-H - h (0.375), T-T-T (0.125) - sd
- Limbs: 1 coin: T - m (0.5), H - w (0.5)

fully-automatic fire:
- Head: 2 coins: T-H - m (0.5), H-H - h (0.25), T-T - sd (0.25)
- Torso: 3 coins: T-H-H - m (0.375), T-T-T - w (0.125), H-H-H - h (0.125), T-T-H (0.375) - sd
- Limbs: 1 coin: T - m (0.5), H - w (0.5)

# Squad Automatic Weapons and mounted machineguns

- Head: 3 coins: T-H-H, H-H-H, T-T-H - m (0.875), T-T-T - sd (0.125)
- Torso: 3 coins: T-T-T - m (0.125), H-H-H - w (0.125), T-H-H - h (0.375), T-T-H (0.375) - sd
- Limbs: 1 coin: T - m (0.5), H - w (0.5)

# Sniper rifles

Fired with scope:
- Head: 2 coins: T-T - m (0.25), H-H, T-H - sd (0.75)
- Torso: 3 coins: T-T-T - w (0.125), H-H-H - h (0.125), T-H-H,T-T-H (0.75) - sd
- Limbs: 1 coin: T - m (0.5), H - w (0.5)

Fired without a scope:
- Head: 2 coins: T-T - m (0.25), H-H - h (0.25), T-H - sd (0.5)
- Torso: 3 coins: H-H-H - m (0.125), T-T-H - w(0.375), T-H-H - h (0.375), T-T-T (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:
T-T-T (0.125) - m (target avoided the explosion and shrapnel)
T-T-H (0.375) - w
T-H-H (0.375) - h
H-H-H (0.125) - sd

close quarters (trenches, corridors):
T-T-T (0.125) - m
T-H-H (0.375) - h
T-T-H, H-H-H (0.5) - sd

# Rocket-propelled grenade launchers, artillery shells, tank and aircraft rounds

(This section is very simplified because these rules are mostly for firearm combat)
T-T-T (0.125) - m
H-H-H (0.125) - h
T-T-H, T-H-H (0.75) - sd

D) Melee

# Entrenching shovel, knife (3 coins)
H-H-H (0.125) - m
T-H-H (0.375) - w
T-T-H (0.375) - h
T-T-T (0.125) - sd

# Attached bayonet (3 coins)
T-H-H (0.375) - m
H-H-H (0.125) - w
T-T-T (0.125) - h
T-T-H (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.
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Last edited by Admiral Zaarin; 04-01-2011 at 06:37 AM..
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Old 04-02-2011, 02:33 PM
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Tavostor Tavostor is offline
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How long did it take to come up with all this?
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Old 04-03-2011, 01:11 AM
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Admiral Zaarin Admiral Zaarin is offline
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Quote:
Originally Posted by Tavostor View Post
How long did it take to come up with all this?
Not long in fact. It took less then three hours plus about on hour to read Fili's RPG. In fact I've never played any RPG's myself and created this system only because I've got interested in how one could represent more or less detailed infantry combat in a forum RPG using the "probability approach".
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Last edited by Admiral Zaarin; 04-03-2011 at 01:15 AM..
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