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Post by shirokiba on Dec 15, 2015 7:51:50 GMT
So, in the combat example in the book, it indicated that success on any individual die is either a 5 or a 6 based on a roll of 10d6 1, 5, 4, 1, 5, 2, 6, 5, 3, 6. getting only 5 successes.
For anyone who has played or ran a game, how often have you outright failed to hit an opponent? Conversely, how often have you failed to dodge an attack? Not accounting for Huge Power or Agility.
So far, it looks to be a 33% chance for any single die to come up a success (4 or 5), if you do factor in for Huge Power or Agility, it bumps that up to 38%, obviously other abilities like Certain Strike and Counterattack can adjust this. Teleport was a nice addition to the defensive side of things, so this probably evens out somewhere.
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Post by TM93 on Dec 15, 2015 16:10:08 GMT
Wall of text explaining a few things incoming.
While it does make the game a bit centered on Dodge/Accuracy if you do rule this, I did realize that the game has a lot of potential to turn into Rocket Tag thanks to people having a lot of potential to go for DPS roles that make them glass cannons (I still feel this isn't a System problem, but a Player problem, as it's still more than possible to viably make a Balanced, Tank, or Support role in the game, people just like big damagey numbers)... great there I go rambling again, anyways... it also does say flat out somewhere that when rolling Dodge and Accuracy a success is a 5 or a 6, without having to infer anything btw (page 29, it's easy to miss, I may have to re-state the rule elsewhere and/or make it more obvious there)
I realized that constant whiff-fests due to the low rate of success was very possible, so I added in the optional Size Rules (seen on the Area Attack page) Suggestion: players and enemies whiffing on their rolls, making combat last a long time? Make Area Attacks which are hitting Enemies who are larger than a 1x1 Meter Square lower the Target’s Dodge Pool by the number of additional square meters the Target occupies! For example if an enemy who is 5x5 meters in size is targeted by a Blast 3 Attack (a 3x3 square/meter), they take a -8 penalty to their Dodge Pool.
This rule, while 100% optional, does give a decent way to avoid Whiff-fests (most Digimon of the Champion and higher Stages are often Large if not bigger) if you feel like no one is hitting. The GM can invoke this rule at any time they see fit, but obviously that's mildly situational and a bit of a double-edged sword as Ally Digimon also get put under the effect.
Another option is to take up a Stance (Offensive or Defensive, page 39) which can further alter your Digimon's stats based on the situation, which is another double-edged sword, as you have the opposite stat cut in half.
The short version is that frankly, yes, there's a 50% chance on average, given two Digimon have the same Accuracy and Dodge with no added qualities, for one of them to hit or miss. Once you start adding in more stuff it gets a lot harder to actually gauge the odds (Huge Power/Agility, Digizoid Qualities, Stances, Orders, one having a higher Stat than the other). I've personally generally hit about the right odds of hit/miss in my experience, but that's not everyone.
Also, if you are having trouble hitting in general, I suggest looking into Directing your Digimon to help boost their odds over an unpartnered Digimon. If you don't have a Combat Tamer, odds are you can start Directing your Digimon (I should rename that or something, I still think of it as Orders/Commands, but Directing sounds a lot less harsh to be fair) twice per round if you're having trouble hitting or dodging, for a net +4 to a pool or +2 to both that enemy Digimon simply do not have access to.
All of these rulings do tend to more benefit Offense than Defense, but that's sadly a necessary evil in a system to avoid 40-turn long combats which mostly revolve around "Is the Troll dead yet?" being asked once per round.
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Post by shirokiba on Dec 15, 2015 18:03:39 GMT
Wall of text explaining a few things incoming.While it does make the game a bit centered on Dodge/Accuracy if you do rule this, I did realize that the game has a lot of potential to turn into Rocket Tag thanks to people having a lot of potential to go for DPS roles that make them glass cannons (I still feel this isn't a System problem, but a Player problem, as it's still more than possible to viably make a Balanced, Tank, or Support role in the game, people just like big damagey numbers)... great there I go rambling again, anyways... it also does say flat out somewhere that when rolling Dodge and Accuracy a success is a 5 or a 6, without having to infer anything btw (page 29, it's easy to miss, I may have to re-state the rule elsewhere and/or make it more obvious there) I realized that constant whiff-fests due to the low rate of success was very possible, so I added in the optional Size Rules (seen on the Area Attack page) Suggestion: players and enemies whiffing on their rolls, making combat last a long time? Make Area Attacks which are hitting Enemies who are larger than a 1x1 Meter Square lower the Target’s Dodge Pool by the number of additional square meters the Target occupies! For example if an enemy who is 5x5 meters in size is targeted by a Blast 3 Attack (a 3x3 square/meter), they take a -8 penalty to their Dodge Pool.This rule, while 100% optional, does give a decent way to avoid Whiff-fests (most Digimon of the Champion and higher Stages are often Large if not bigger) if you feel like no one is hitting. The GM can invoke this rule at any time they see fit, but obviously that's mildly situational and a bit of a double-edged sword as Ally Digimon also get put under the effect. Another option is to take up a Stance (Offensive or Defensive, page 39) which can further alter your Digimon's stats based on the situation, which is another double-edged sword, as you have the opposite stat cut in half. The short version is that frankly, yes, there's a 50% chance on average, given two Digimon have the same Accuracy and Dodge with no added qualities, for one of them to hit or miss. Once you start adding in more stuff it gets a lot harder to actually gauge the odds (Huge Power/Agility, Digizoid Qualities, Stances, Orders, one having a higher Stat than the other). I've personally generally hit about the right odds of hit/miss in my experience, but that's not everyone.Also, if you are having trouble hitting in general, I suggest looking into Directing your Digimon to help boost their odds over an unpartnered Digimon. If you don't have a Combat Tamer, odds are you can start Directing your Digimon (I should rename that or something, I still think of it as Orders/Commands, but Directing sounds a lot less harsh to be fair) twice per round if you're having trouble hitting or dodging, for a net +4 to a pool or +2 to both that enemy Digimon simply do not have access to. All of these rulings do tend to more benefit Offense than Defense, but that's sadly a necessary evil in a system to avoid 40-turn long combats which mostly revolve around "Is the Troll dead yet?" being asked once per round. I'm gonna assume that directing thing wont work with Spirit Evolution (trade off being we get an extra simple action XD) I was mostly worried about what you mentioned, that big whiff-fest i'll pass this information on to the GM. Thanks, that answered all the questions I had. So far, from what I hear, everyone is running more or less balanced out stats, I even switched over to Angemon and evened the stats out a bit. Oh yeah, while here, I guess I should ask. I noticed on the Digivolution page, it mentions the next stage is obtained when the Digimon in question has enough DP to build the next form. Which brought up a question: When Digivolving to the next stage, if one possesses less then the base points for that stage, do you use the base points for that stage to build it or do you use your current DP?
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Post by TM93 on Dec 15, 2015 18:59:21 GMT
You use the Base, then allot your Bonus DP as normal. That said, that's only for PERMANENT Digivolution to happen (that's still a Player Choice) as honestly, Digivolving to a higher Stage is still for all intents and purposes a story plot device that doesn't require Bonus DP to obtain, they just go back down to their lower stage if they lack the total DP to fund a higher stage.
It's kind of a mess to explain, sorry.
Basically to be able to have a higher stage, your GM is the one who goes "yeah you can Digivolve to Ultimate now even though you only have 45 DP." if you meet his or her's other requirements, but by the rules of the system you don't stay in that state permanently. However if your Total DP (Base+Bonus for your current highest Stage) hits the Base DP of the next Stage, you can choose to mechanically unlock the stage, whether it's permanent (generally how Digimon without Tamers would do it), or allowing you to still keep a smaller, more manageable stage with ease.
The shortest version is that it's basically up to GM Rule #1 when it comes to when you Digivolve and whether you keep a form, but the book offers solid guidelines for it.
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Post by shirokiba on Dec 15, 2015 20:27:18 GMT
okay that makes things easy. Thanks.
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