However, doing the aforementioned you can upgrade your heavy shirt armour of 1 in 6 to many heavy shirts that gives 2 in 6, or give it a total of 3 hits instead of 1 that it can take. Adding more layers of armour ticks up that chance, but wearing 6 thick shirts over each other that give you 1 in 6 when worn alone does not give you 6 in 6. If someone becomes unable to make the attack they were rolling before their die is read out, by dying or having the limb they're attacking with wounded, their attack doesn't happen.ĪRMOUR is a chance out of 6 (roll a d6) per part to stop a wound, representing how well that part is protected. Read out from highest Fight Die roll to lowest. In BIG FIGHTS with lots of fighters, apply as follows: Everyone chooses a target, and all roll at the same time. When the fight die is rolled, someone gets hurt. If you have a scenario where one of the two parties landing a hit on the other is absolutely impossible (sniper shooting man with shiv), but the shiv man does win the fight roll, replace "man with shiv landing a hit" with either an ally of the shiv man landing a hit, or the sniper getting a wound because of a fuckup or the shiv man's cunning shiv plan. MOVEMENT is abstracted, and therefore, so is RANGE for the most part. This means that the weakest fighter (d4) has a 7.5% chance to hit the strongest fighter (d20). With matching dice, both parties land their hit. Two combatants pick a target part and roll the Fight Dice against each other when they have at it. Enemies also have a Fight Die that ranges from a d4 (weak) to d20 (fuck you). When you improve your fighting power by whatever means, it goes one tier higher: becomes a d6. Anything with more than three total wounds dies from being ripped to pieces. On two wounds, the part is destroyed or severed. The smaller something is, the fewer parts it should have.Ī hit gives a part a WOUND, which cripples the part and gives you a drawback. The head and torso are lethal when destroyed. A human, like the player, has four parts: head, torso, arms, and legs. At least one is lethal if it's destroyed. It's the health, damage, and combat ruling, which I'll now call CHOPWOOD OPERA rules. This is the first steak to come out of that effort. That's why I'm going elbows-deep into its corpse with my butcher knife and repackaging some choice cuts from this dead cow into a menu for the people. However, it has a lot of good bits that are worth salvaging and putting out into the world. I worked on it for a few years, and at this point, I've made peace with the fact that it's unlikely to actually become a finished product. It was a big part of my learning process regarding game design, and went from a sickening, bloated union between Pathfinder and Darkest Dungeon to something like Into the Wyrd and Wild. I'm currently slicing up the half-formed body old game, which turned out far too ambitious for both my product-making skills and the amount of time I had.
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