Categories
Combat

Major Successes & Failures (Criticals & Fumbles) in Combat

A Terminology Update

In a previous post, we discussed “Criticals” and “Fumbles“. A successful roll that is also a double (e.g. 11, 22) was said to be a “Critical”, leading to additional benefits. Conversely, a failed roll that is also a double (e.g. 99, 00) was designated a “Fumble” and something had gone badly wrong. 

Whilst drafting the Hack100 rules, I’ve attempted to keep the terminology as simple, clear and jargon-free as possible. Therefore, with this in mind, I’ve decided to rename Criticals as “Major Successes” and Fumbles as “Major Failures“. I’ll use these terms moving forward, and update the compiled rules for the next release. 

Categories
Combat

Movement in Combat

For those that prefer tactical combat using figures and floorplans, it’s important to have a robust set of movement rules. Hack100 offers nothing innovative in this regard. It adopts entirely standard approaches to defining how far a combatant can move each round, and how combatants engage and disengage from hand-to-hand combat.

Categories
Combat

Damage Modifiers in Hack100’s Combat

Let’s continue our development of Hack100’s combat system by looking at how we will accommodate the effects of different weapon and armour types.

Previously, we’ve established the fundamental mechanics behind combat in Hack100 and how they build upon the game’s wider task resolution system. Missile attacks are made using a Ranged Task Roll. Close combat is resolved using an Opposed Hand-to-Hand Task Roll versus either the defender’s Hand-to-Hand Ability (an attempt to parry) or their Agility Ability (an attempt to dodge). If an attack is successful, the basic damage inflicted is equal to the tens die of the task roll. 

Categories
Combat

Testing the Hack100 Combat System Through Simulation

To demonstrate and test Hack100’s combat system, I wrote a simple script that runs through the combat sequence described in the previous blog for a fight between two characters. Within the script, the relevant Abilities of the two combatants can be defined. The script then loops through the combat sequence until the Health of one (or both) of them is reduced to zero.  A given match-up can be repeated any number of times to build up a profile of wins, losses and average fight length.

Categories
Combat

Combat in Hack100

Combat in Hack100 uses the same task resolution system that was described in the previous blog posts. A Ranged Task Roll is used to determine whether an attack with a missile weapon is successful. An Opposed Hand-to-Hand Task Roll is used to resolve close-quarters combat. 

In addition to these Task Rolls, for a workable combat system we also need to introduce: 

  • A system for deciding the order in which combatants act – i.e. an initiative system. 
  • A means of calculating the damage inflicted by a successful attack, factoring in the effects of different weapon and armour types.