Tuesday, 28 March 2017

Close Combat Opposed Rolls (House Rule)

Close Combat is resolved as follows: both Players, the Attacker and Defender, make a Skill Roll.

If the Attacker's roll is equal to or higher than the Defender's then the Attacker has succeeded in striking/hitting their opponent.

If the Attacker's roll is less than the Defender's, then the Attack failed.

If the Attacker succeeds in striking their opponent, Armour and Resolution Tests are calculated as per usual.

A Punk attacks a Citizen.  The Punk rolls a d6 and the Citizen a d4.  The Punk has a 1-in-6 chance of fumbling their attack, the Citizen a 25% chance of mounting a completely ineffectual defence.  Even if the Citizen was to turn on their kung-fu powers and roll a 4, the Punk still has a 50% chance of defeating them i.e. the Punk could roll a 4, 5 or 6.  

If the roles were reversed, and the Citizen lashed out on the Punk, the Punk's chances of success would be marginally worse i.e. should Mr Kung-Fu roll a 4 (their maximum) the Punk would need to roll a 5 or 6 to fend off the attack.  Maybe that's why Punks are so aggressive?

No comments:

Post a Comment