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psychophipps

Combat...

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Initiative:

Being a skill-based system, the highest rolled margin of success goes first with the exception of ties. If the margin of success is identical then the actions happen simultaneously.

 

Knockdown

Damage can often lead to immediate incapacitation of the target as the character's body shuts down due to trauma. This roll has to be equal to or higher than the Knockdown Value of a given attack just like other wound effects and only has to be rolled once each time damage is dealt.

 

Example 1: A character takes a punch to the jaw with a Knockdown Value of +1. Rolling 4dF + any modifiers, he gets a +1 and manages to stay on his feet. Had he rolled a 0 or less on 4dF, he would have been knockout or stunned momentarily.

 

Example 2: The same character above gets shot by a 9mm handgun with a Knockdown Value of +2. He now needs to roll a modified, if there are any modifiers, +2 or greater on 4dF or he will be knocked down and taken out of the fight for at least one turn.

 

A character is taken out of the fight for a number of rounds equal to the amount they failed their Knockdown roll by. If a character is knocked down before they act in a turn, that counts as their first round of Knockdown.

 

Impairment

If a character is hit with an attack, you also roll for impairment. Impairment is how your body tends to not work as well as it becomes damaged. An impairment roll is made versus the attacks Knockdown Value. A failed roll results in impairment to actions equal to the amount the roll was missed by. Head and torso shots affect all actions while limb damage typically only affects actions involving the struck limb.

 

Example: A character in bar fight has taken a hit with a Knockdown Value of 0 and resists knockdown. Still on their feet, they need to make another roll to see if the punch rang his bell a bit. Rolling 4dF + modifiers he ends up with a -1 and has -1 to all actions. This impairment stays until he takes another wound of some sort where he will have to roll again at that wound’s increased difficulty.

 

Unconsciousness and Death

If a roll to resist stun damage impairment equals -4 or lower, the character is unconscious until treated.

If a roll to resist lethal damage impairment from damage and blood loss/shock results in a -4 or less for any one wound then the character is dead.

 

Unarmed Hand to Hand:

Punch - -2 (Poor) Knockdown Value + any modifiers.

 

Melee Weapons:

Concealable Weapons (Knives, Telescoping Batons, Brass Knuckles) - -1 (Mediocre) Knockdown Value

Medium Weapons (Machete, Swords, Axes) - 0 (Fair) Knockdown Value

Two-Handed Weapons (Great Sword, Great Axe) - +1 (Good) Knockdown Value

 

Increasing the base damage:

The damage on an attack is increased by the Margin of Success over the necessary difficulty. Example: A character needed to make a +1 (Good) shot to hit the target with a 9mm handgun. They roll a total of +3 (Superb) for a +2 to the Knockdown and Impairment save.

 

To hit modifiers:

For ranged combat it's a straight difficulty check based on the situational modifiers but hand to hand and melee combat is a contest of skill levels.

 

Attack difficulty modifiers -

Ranged Combat modifiers to the difficulty of an attack with a base of 0 (Average):

Target or Shooter moving to cover +1

Getting shot at +1

Target behind cover +1

First combat round when ambushed, an additional +1

 

Attack roll modifiers -

Aiming +1

Laser sight counts as aiming

 

Firearms Damages:

Light Pistol (.22 Long Rifle, .25ACP, .32 ACP, .380 ACP) - 0 (Fair) Knockdown Value

Service Pistols (.38 Special, 9mm Parabellum, 40 S&W, .45 ACP) - +1 (Good) Knockdown Value

Magnum Pistol (.357 magnum, .44 magnum) - +2 (Great) Knockdown Value

Light Rifles/Assault Rifles (5.45 mm x 39, 5.56mm NATO, 7.62 x 39) - +3 (Superb) Knockdown Value

Medium Rifles/Battle Rifles (.30-06, 7.62mm NATO, 7.62 x 54) - +4 (Legendary) Knockdown Value

Heavy Rifle (.300 WinMag, .338 Lapua Magnum, 7mm Magnum) - +4 (Legendary) AP Knockdown Value

Heavy Machinegun (.50 BMG, 12.7mm Russian) - +5 Knockdown Value

 

4.6 H&K and 5.7mm FN (Service Pistol - AP)

 

Body Armor:

There are two types of armor, Hard and Soft.

1) Hard Armor - This is armor that is rigid with plates and other non-flexible pieces. Great overall defense but the lack of flexibility makes movement difficult at times.

2) Soft Armor - This is armor generally made from kevlar or kevlar-like semi-flexible materials. Good compromise between defense and ease of movement. Thrusting edged weapons are treated as AP vs soft ballistic body armor. There are specialty anti-stab vests and anti-ballistic and anti-stab combo vest available.

 

Body Armor Class and ballistic protection:

Class I - Light Pistols (Fair)

Class IIA and Class II - Service Pistols (Good)

Class IIIA - Heavy Pistols (Great)

Class III - Medium Rifles (Legendary)

Class IV - AP Medium Rifles

 

Body armor can only protect the areas that it covers. The following gives the difficulty of a given attack to randomly have struck the body armor if a specific location on the target was not selected before the attack was made.

 

Helmet alone - +3 (Superb) or better.

Vest alone - +1 (Good) or better.

Vest with groin protector or vest with helmet – 0 (Fair) or better.

Helmet and vest with groin protector - -1 (Poor) or better.

 

As can be seen on various video clips from movies and the news, people still get knocked down when they are struck in their body armor despite not taking lethal damage. To reflect this, if a ballistic attack is equal to the level of the protection of the armor, roll vs. Knockdown normally. On a failed roll, the character is only out of the fight for a single round regardless of the amount the failure was made by. Attacks made by weapons less than the ballistic protection level of the armor do not require this roll.

 

 

Snap shots

Snap shots are those attacks with a ranged weapon where the attacker pops out from behind cover or concealment and "snaps" off an attack before hopping back behind cover. This will be handled as a "the harder it is for them to hit you, the harder it is for you to hit them". Also, if they’re running or dodging to different cover/concealment, use the rules for that and shooting while moving instead of the snap shot rules.

 

Example: A character has a ready firearm and decides to pop around the corner of a building to shoot at someone. For every -1 he gives anyone shooting back he gets a -1 to hit his target to reflect his concentration on both attacking and defending at the same time and the reduced time he’s giving himself to correctly bring the weapon to bear on the target.

Edited by psychophipps

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Snap shots... Snap shots are those attacks with a ranged weapon where the attacker pops up from behind cover or concealment and "snaps" off an attack before hopping back behind cover. This will be handled as a "the harder it is for them to hit you, the harder it is for you to hit them". Also, if they’re running or dodging to different cover/concealment, use the rules for that and shooting while moving instead of the snap shot rules. Example: A character has a ready firearm and decides to pop around the corner of a building to shoot at someone. For every +1 he gives anyone shooting back he gets a -1 to hit his target to reflect his concentration on both attacking and defending at the same time and the reduced time he’s giving himself to correctly bring the weapon to bear on the target. These modifiers max out at the traditional Fudge +2 to be hit with a -2 to hit the target.

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Just tweaking the rules a bit more.  Swapped the straight impairment for a more reasonable Incapacitate roll and then an impairment roll as follow up should the character still be in the fight.  

As a side note, the current percentages are around 10% less than the incapacitation stats available for real world weapons of that caliber for most of them.  So even though it seems harsh, it's still not as harsh as the real thing.

 

Mark(psycho)Phipps( HAHAHA! )

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My own KISS system is time based. Instead of rounds, each action takes a certain amount of (Decimal) seconds. At the beginning of combat, everybody anounces what they intend to do, and go in order of how long it takes. Therefore, the character sheets are mostly tables of common actions, and their times. Other actions can usually be figured out using these numbers.

In ranged attacks, you roll over the range to the target. (Assuming it's man-sized, and stationary). The last digit of the attack roll is used for body hit location to avoid an extra roll. Hand attacks are rolled against the defense of the target if any. If there isn't any defense, then it automaticly hits (I can smack you in the head if you let me) This gives a lot of power to hand-to-hand combat, weighed against the inheirent advantage of range.

These rules can be shoehorned onto most systems using their damages, and attack rolls. It says something about it's simplicity that I can explain it in a couple paragraphs, and in practice, it streamlines combat a lot without sacrificing realism too much.

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Changed Incapacitation to Knockdown. Now it only stuns the character for one round and then they have to deal with the wound's impairment as normal. I think that this change will make for more fun in the long run for PCs. As an option, you can keep the old version of the rule where a failure is a permanent removal from combat for mooks and the like to speed up non-pivotal combats.

 

Mark(psycho)Phipps( HAHAHA! )

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Melee and Unarmed Combat

 

There are three basic maneuvers in KISS melee and unarmed combat:

 

1) Striking

 

2) Blocking/Defending

 

3) Positional Advantage

 

Striking is pretty self-explanatory. The character is attempting to hit their opponent with something.

 

Blocking/Defending is also fairly simple. The character is spending their action attempting to not be hit or trying to stop something from happening like drawing a weapon, opening or closing a door, etc.

 

Positional Advantage is any action where one character is trying to pull, shove, twist, grab, yank, bump, push, throw, or otherwise gain a temporary advantage by disrupting the base of their opponent somehow. One character shoving another character into a bar stool so they stumble or can't maneuver effectively is as much of a Positional Advantage attempt as a Steven Segal signature tabletop throw is.

 

The main rule for Positional Advantage (PA from here on out) is "3 is the magic number". This is rule is that once a character succeeds by three in a single of succession of rolls, their preferred result happens. It can be a takedown, some crazy WWE powerbomb, a submission hold, whatever. If the roll or series of rolls adds up to success by a total of three then the initially attempted result happens. I can see the question already forming, "What are the rules for all of those?" and the answer is "Positional Advantage".

 

A quick series of four rules for a PA attempt follow:

1) Once a character succeeds by three, the desired result happens.

2) Once the initiator fails a round during a PA attempt, the PA attempt ends immediately.

3) A tie result is exactly that, a tie where neither character gets a particular advantage.

4) If both people are attempting a PA in the same round, the initiator is the character with the highest initiative and the other character is defending against a PA attempt until the initiator fails, the desired result happens, or the initiator switches to different maneuver.

 

Positional Advantage is both a bonus for the initiator's further attempts, or a penalty to the defenders counters if the attempt succeeds. Example: A character succeeds in a Positional Advantage attempt by +1. That character's next attempt at a maneuver gets this +1, or the Position Disadvantaged character gets a -1 on their responses to the next maneuver. They're pretty much the same thing as the rules are written, but it lets players decide how they want their modifiers applied and gives the illusion of increased outcome control (I'm a bit of an applied penalty guy, myself). As you can see, it's easy to imagine where a semi-realistic "Ground and Pound" (Ground and Shoot, Ground and Shank, etc) scenario can result from these rules.

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Have you had any chance to work on the melee rules? They were heading in a really interesting direction :)

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I have the concept in mind, and it's very simple. Like many simple things with lots of permutations, it's hard to describe correctly so I'm taking my time with it.

 

Sorry for the delay...

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Edited the last rules post a bit as I get everything put together. Looking at lots of videos of force-on-force training to get a feel for how the rules should flow to keep things dynamic and lacking in the classic RPG trading of blows and defenses method of combat.

 

Sorry for the delays, but I really want to get it done right the first time because RPG rules are like the US Constitution. Once you make changes in one section, you want to give rewriting the whole damn thing a go.

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Stop making this stuff harder than it has to be.

:P

 

Ain't that the truth! :rolleyes:

 

Most of the rest of the "rules" in melee will be examples, to be honest. I will share a bit of my thought process here. More added to the main melee post as well.

 

Positional Advantage has the "fail = reset" clause to keep things moving. It's all too easy to imagine a scenario where combatants can be locked into the same attempts against each other for several turns in a row. I want this to fast and dynamic, if a bit cinematic with this rule, rather having the fights constantly ending up with a Randy Couture-esque pinning of the opponent against something with nothing else happening for several minutes as the rolls keep wiggling the attempts one way, then the other without either fighter ever getting to the threshold of 3. Sometimes the -4 to +4 scale can be a bit of a bitch.

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Not the "DUHN!" Grappling rules!

IPB Image

Edited by Psiberzerker

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