Post by Wothbora on Mar 3, 2008 16:11:22 GMT -6
I made the jump this past weekend to using the Man-to-Man Melee Table from Chainmail as my Primary Matrix for determining combat. I must say that it worked much better than I anticipated it would. Also, one can definitely see the advantage of having one of those +1 Swords (+3 vs. Trolls) mentioned in Monsters & Treasures (V2).
To get the ball rolling I want to first give you the odds so that you can see the differences between the two systems. And also, state right from the beginning that I hope that this doesn't digress into whether a Hero can strike 4 times during melee or not. Please, just assume for discussion's sake that a Hero cannot unless weapon's rank determine that it is possible.
This is how I've used the 2d6 Combat:
Man-to-Man modifications for Level Advancement:
Okay, now the tricky part... Here are the odds for using 2d6 and 1d20. Yes, it is a different flavor than I was used to, but it seemed to work out well in our initial combats this past weekend.
Table of Probabilities for Rolling 2d6
Table of Probabilities for Rolling 1d20
There you have it...
To get the ball rolling I want to first give you the odds so that you can see the differences between the two systems. And also, state right from the beginning that I hope that this doesn't digress into whether a Hero can strike 4 times during melee or not. Please, just assume for discussion's sake that a Hero cannot unless weapon's rank determine that it is possible.
This is how I've used the 2d6 Combat:
- Man-to-Man Melee Table is used for all combat
- Various Weapons work more effectively against various Armours than others
- +1 is added for increased character levels as per M&M guidelines (see below)
- Weapons have a rating from 1 (Dagger) to 12 (Pike)
- Any weapon that is 4 classes lower gains an additional strike per melee round (1 vs. 5; 2 vs. 6) and if a weapon is 8 classes lower gains 3 strikes (1 vs 7, etc).
Man-to-Man modifications for Level Advancement:
Fighter Man: | +1 at Levels 4, 7, 10 & 13 |
Magic Users: | +1 at Levels 6, 11, & 16 |
Clerics: | +1 at Levels 5, 9, & 13 |
Okay, now the tricky part... Here are the odds for using 2d6 and 1d20. Yes, it is a different flavor than I was used to, but it seemed to work out well in our initial combats this past weekend.
Table of Probabilities for Rolling 2d6
Results of Rolling 2d6 | Chance to Roll Result Exactly | Chance to Roll Result or Less | Chance to Roll Result or More |
2 | 2.78% | 2.78% | 100.00% |
3 | 5.56% | 8.33% | 97.22% |
4 | 8.33% | 16.67% | 91.67% |
5 | 11.11% | 27.78% | 83.33% |
6 | 13.89% | 41.67% | 72.22% |
7 | 16.67% | 58.33% | 58.33% |
8 | 13.89% | 72.22% | 41.67% |
9 | 11.11% | 83.33% | 27.78% |
10 | 8.33% | 91.67% | 16.67% |
11 | 5.56% | 97.22% | 8.33% |
12 | 2.78% | 100.00% | 2.78% |
Table of Probabilities for Rolling 1d20
Result of Rolling 1d20 | Chance to Roll Result Exactly | Chance to Roll Result or Less | Chance to Roll Result or More |
1 | 5.00% | 5.00% | 100.00% |
2 | 5.00% | 10.00% | 95.00% |
3 | 5.00% | 15.00% | 90.00% |
4 | 5.00% | 20.00% | 85.00% |
5 | 5.00% | 25.00% | 80.00% |
6 | 5.00% | 30.00% | 75.00% |
7 | 5.00% | 35.00% | 70.00% |
8 | 5.00% | 40.00% | 65.00% |
9 | 5.00% | 45.00% | 60.00% |
10 | 5.00% | 50.00% | 55.00% |
11 | 5.00% | 55.00% | 50.00% |
12 | 5.00% | 60.00% | 45.00% |
13 | 5.00% | 65.00% | 40.00% |
14 | 5.00% | 70.00% | 35.00% |
15 | 5.00% | 75.00% | 30.00% |
16 | 5.00% | 80.00% | 25.00% |
17 | 5.00% | 85.00% | 20.00% |
18 | 5.00% | 90.00% | 15.00% |
19 | 5.00% | 95.00% | 10.00% |
20 | 5.00% | 100.00% | 5.00% |
There you have it...