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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16403 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Feb 12, 2014 4:37 pm Post subject: Movement and its Effect on To Hit Difficulty |
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It stands to reason that a moving target is harder to hit than a stationary one, yet the rules do not seem to reflect this. I've got some ideas for what I want to do, but I'd like to hear some of your thoughts first. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14352 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Feb 12, 2014 6:24 pm Post subject: |
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Perhaps one could just adapt the rules for missiles/torps against ships to ground scales as well. _________________ Confucious sayeth, don't wash cat while drunk! |
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Wed Feb 12, 2014 7:23 pm Post subject: |
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add +1d TH per movement level? +1d to +4d for all out. _________________ Blasted rules. Why can't they just be perfect? |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16403 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Feb 13, 2014 12:08 am Post subject: |
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I'm thinking more along the lines of, once the ship calculates its total Move for the round (Space x whatever Speed category the ship is traveling at), divide by 3 or 4, then add that to the difficulty to hit. Of course, then other factors come into play, such as angle of approach (a ship moving toward or away from the gunner will present a more stable target than a ship moving perpendicular to the gunner) plus the possibility that a lower speed combined with evasive maneuvers will make the target more difficult to hit than a ship traveling faster in a straight line. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Thu Feb 13, 2014 12:37 am Post subject: |
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I was thinking of someone running, which is why I went simple. Do you want something that translates to all movement or specifically for starship combat? _________________ Blasted rules. Why can't they just be perfect? |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16403 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Feb 13, 2014 12:47 am Post subject: |
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All movement, ideally. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Thu Feb 13, 2014 12:48 am Post subject: |
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That will make it harder... _________________ Blasted rules. Why can't they just be perfect? |
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shootingwomprats Rear Admiral


Joined: 11 Sep 2013 Posts: 2767 Location: Online
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Posted: Thu Feb 13, 2014 12:55 am Post subject: |
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Harder to hit because of movement eh? Here ya go, quick and easy
Cautious (1/2 Move): +1D skill modifier to skill roll.
Cruising (x1 Move): Nil
High Speed (x2 Move): -1D skill modifier to skill roll.
All-Out (x4 Move): -2D skill modifier to skill roll.
In all fairness I would think that there would be modifiers against the player too since they are moving and trying to perform actions, I mean its only fair right? So, use the same modifiers for the character who is doing the movement.
Though I am tempted give a bonus to hit someone who is running All-Out as they are trying to cover as much distance as possible and cannot even dodge. At that point its just a matter of leading the shot.
I think people are approaching this all. I think what you want to do is best captured in using the cover modifiers and environmental modifiers. In fact you could use the terrain modifiers to help as well.
Very Easy: +1D skill modifier to skill roll.
Easy: Nil
Moderate: -1D skill modifier to skill roll.
Difficult: -2D skill modifier to skill roll.
Very Difficult: -3D skill modifier to skill roll.
Heroic: -4D skill modifier to skill roll.
Just some ideas folks. _________________ Don Diestler
Host, Shooting Womp Rats
The D6 Podcast
http://d6holocron.com/shootingwomprats
@swd6podcast, Twitter
Last edited by shootingwomprats on Thu Feb 13, 2014 1:00 am; edited 1 time in total |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16403 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Feb 13, 2014 12:59 am Post subject: |
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Useful points, but under these rules, a YT-1300 moving All-Out has the same increased difficulty to hit as an A-Wing moving All-Out, even though the A-Wing is moving 3 times faster. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14352 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Feb 13, 2014 3:08 am Post subject: |
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So base it on speed vice move level.
0-3 SU: +1D skill modifier to skill roll.
4-6 Su: Nil
7-9 Su: -1D skill modifier to skill roll.
10-12 SU: -2D skill modifier to skill roll.
13-15 SU: -3D skill modifier to skill roll.
16-18 SU: -4D skill modifier to skill roll.
and so on.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Lane Arroway Lieutenant Commander


Joined: 02 Feb 2013 Posts: 153 Location: Taris, Outer Rim
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Posted: Thu Feb 13, 2014 9:02 am Post subject: |
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While the rules don't "specifically" mention difficulties to hit a moving target, they do leave it to gm discretion to add modifiers to the situation.
For example: Say Joe is about to shoot at a jogger. If he shoots at the jogger when he stops to take a break, Ill say its a moderate difficulty for range. If he wants to shoot the jogger as he's running, Ill say moderate with a +10 mod. I might go with a +5 per speed level to start with. I haven't tried this in my games yet. _________________ "This job is 90% talking to people and 10% shooting at them." |
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Quetzacotl Commander


Joined: 29 Jan 2013 Posts: 281 Location: Germany
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Posted: Thu Feb 13, 2014 10:31 am Post subject: |
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Well, if the subject just moves, it isn't really harder to hit it.
The Problem arrives when it tries to evade you (or rather the projectile that comes from your weapon).
The Jogger isn't particularly more difficult to hit then a stationary object. It should only be around +2. That is because you can anticipate where the jogger will be in the future.
It's only then difficult, if he moves in a quasi random pattern or in ways you can't anticipate. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16403 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Feb 13, 2014 12:29 pm Post subject: |
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Target moving vs. target not moving = additional factor to calculate for accuracy = harder to hit. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Lane Arroway Lieutenant Commander


Joined: 02 Feb 2013 Posts: 153 Location: Taris, Outer Rim
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Posted: Thu Feb 13, 2014 12:59 pm Post subject: |
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Quetzacotl wrote:
Quote: | The Jogger isn't particularly more difficult to hit then a stationary object. It should only be around +2. That is because you can anticipate where the jogger will be in the future.
It's only then difficult, if he moves in a quasi random pattern or in ways you can't anticipate. |
Yeah, maybe a base of +5 is too high. Still, a modifier depending on the situation is called for. The jogger example would be an easier shot than, say, a cop chasing a suspect. Erratic movements from the suspect would get a higher modifier. It's these kind of situations that separate the pro shooters from the noobs. _________________ "This job is 90% talking to people and 10% shooting at them." |
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DougRed4 Rear Admiral


Joined: 18 Jan 2013 Posts: 2295 Location: Seattle, WA
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Posted: Thu Feb 13, 2014 4:07 pm Post subject: |
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Interesting question that has been discussed here a bit before (I found a few Googling the topic).
I find it curious that when I first joined here (just a year ago), I seemed to like the RAW just fine.
But half a year later, I embraced some penalties for movement durng combat, at least for characters.
Right now we don't use any penalties for ships in space (where you already can add high Maneuvers to great Piloting rolls), but use the following for characters on the ground:
Movement during Combat
When combatants are moving, the following penalties apply:
Shooter is moving more than 10 meters per round: -1D
Target is moving more than 10 meters per round: -1D
In addition, if the target is moving exceptionally fast (often via a jet pack or rocket pack), the following numbers are added to the difficulty:
Target is moving 40-79 meters per round: +3
Target is moving 80-159 meters per round: +6
Target is moving 160 meters or more per round: +9 _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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