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Accuracy

2,241 bytes added, 17:20, 22 January 2020
''"Failure Threshold" and "FT" redirect here.''
The '''Failure Threshold''' is the primary accuracy statistic. It is expressed as a numeric value(sometimes prefixed with "FT", e.g. '''FT 7'''), which cannot be lower than 3 nor higher than 10, which represents the maximum [[Combat mode#Accuracy resolution|dice score]] needed for an attack roll to be considered a '''miss'''. In other words, for a shot, a swing, or any kind of attack to hit, '''you must roll above FT'''.
By default, with no modifiers from [[Skills]] or [[Effects]], a character's FT is '''6''', meaning that the default minimum score required to hit is '''7'''.
 
(WIP)
''"Inaccuracy Range" and "IR" redirect here.''
'''Inaccuracy Range''' is the secondary accuracy statistics. It is expressed as a numeric value(sometimes prefixed with "IR", e.g. '''IR 2'''), which technically has no upper or lower limit (and may even go in the negatives).
IR determines whether a hit is considered to be a normal (or "full") hit or an '''inaccurate hit'''. Inaccurate hits do '''0.7x [[Pain]] and [[Limb Damage]]''' compared to full hits. They are meant to represent poorly or improperly aimed shots, grazing or glancing blows, and other things that are technically hits but would not deal full damage to a target.
IR is meant to be read as a range above FT in which hits will be considered inaccurate. '''"IR 2"''', for instance, means '''2 points above FT'''. Any dice score value that is '''above FT but under FT+IR''' will be an '''inaccurate hit'''.  By default, with no modifiers from [[Skills]] or [[Effects]], a character's IR is '''2'''. Assuming FT 7, meaning that rolling 8 or 9 (WIPthe 2 points above FT)will result in an '''inaccurate hit''', and the minimum score required for a full hit is '''10'''.  = Criticals = Regardless of accuracy, if a '''2''' is rolled, it is a '''critical failure''' (the corresponding [[Tsuchinoko (bot)|Tsuchinoko]] command is '''&critfail''').<br/>Similarly, if a '''12''' is rolled, it is a '''critical hit''' or a '''critical success''' (corresponding command: '''&critwin''') Whenever a critical is performed, the corresponding command must be rolled to determine what the effects are. === Critical failure effects === A critical failure may result in any of the following effects being applied for that hit: * Weapon loses [[Condition]]; ranging from 100 to 2000* [[Weapon#Firearm failure types|Weapon failures]]: Weapon loses [[Condition]] (ranging from 50 to 1000) and sustains a '''weapon failure''', the type of which depends on the type of weapon (usually only firearms can sustain weapon failures). If no corresponding weapon failure exists, the listed Condition loss is doubled instead. === Critical success effects === A critical success may result in any of the following effects being applied for that hit: * 1.5x [[Pain]] and [[Limb Damage]]* 2x [[Pain]] and [[Limb Damage]]* 3x [[Pain]] and [[Limb Damage]]* 4x [[Pain]] and [[Limb Damage]]* 1.5x [[Pain]] and [[Limb Damage]] + Target is [[Effects#Elemental|Stunned]] for 2 turns* 2x [[Pain]] and [[Limb Damage]] + Target is [[Effects#Elemental|Stunned]] for 3 turns* Killing shot:** If the hit was caused by a player character, and it landed on a target's BODY, HEAD or WEAK POINT [[Limb damage|limb groups]], the target is instantly killed** Otherwise, 4x [[Pain]] and [[Limb Damage]] + Target is [[Effects#Elemental|Stunned]] for 4 turns
| '''12''' || Critical hit || Treated as a hit. Roll '''&critwin''' to determine additional effects.
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| '''> (FT + IR)''' || Hit || Attack hits the target as intended.
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| '''> FT, but < (FT + IR)''' || Inaccurate hit || Attack hits the target, but at reduced effectiveness. '''0.7x''' [[Pain]] and [[Limb Damage]].
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| '''< FT''' || Miss || Attack misses entirely, dealing no damage to the target