Jul 10 02:32 1998
To: Froccer
To: Jerm
To: Jert
From: Dan
Subject: Hit Loc. and Dodge
>Dan let's start using a random hit location whenever you shoot at some
>one. Your idea of 1-head 2,3-arms 5,6,7,8-torso 9,10-legs would work.
>You could split up the torso to include chest and abdomen but Rift's
>usually only has stats for the main body. We could come up with a
>percentage to distribute to each part ie. abdomen 50% of main body.
>Also do the same with all the other parts. Should we minus to dodge
>modern weapons or add to dodge? We could say that you are -5 to dodge a
>laser blast but he's aiming for your head so you have a +3 to dodge etc.
>etc. Anyway tell me what you think.
>
>Toodles,
>Jerm "Getting rather mad with Palladium rules"
>
As what was stated early in our conversations about this (I think Froccer was
the one who expressed it) This system is supposed to be fast, and due to
the waste of time trying to do a reasonable hit location it will slow down
the battle. If it were up to me this is how I would do it with hit location
1-5 Upper body hit
6-10 Lower body hit
Upper body Chart
1 Head
2,3 Left Arm
4,5 Right Arm
6-10 Main Body
Lower body hit
1,2 Left Leg
3,4 Right Leg
6-10 Main Body
A simple roll of two 10's would decide on the area hit by the shot.
This system may slow down the game so an alternative I would suggest is this:
Greater than 8 is a hit ( I hate 5, that means you hit 75% of the time, unrealistic)
Shot hits the head natural 19
natural 20 is double damage
Called shot to a body part (excluding head) 12 or greater - a miss results
in a main body shot.
Called shot to a difficult target (i.e. head or gun) 17 or higher - a miss
of 12 or lower means you miss the target completely
This eliminates the bonuses to dodge on small targets and makes a guy think
twice about calling a shot to the head all the time (which is what is
happening now).
As for minuses to dodge I don't think is a good idea. I think the designers
have included this in the game, it's pretty hard to increase you dodge in
my opinion.
Dan