💾 Archived View for ttrpgs.com › vitals_shots.gmi captured on 2023-06-14 at 13:56:12. Gemini links have been rewritten to link to archived content
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(a story about spreadsheet failure)
I've considered changing BIND's 'to-hit' system to let players 'go for the eyes' (or a headshot, or otherwise decide to attempt a vitals shot), and decided against it. My reasons sit below, but expect lots of boring numbers. You have been warned. (or just skip to the conclusions)
Consider someone with a shortsword with +2 Strength - they deal 1D6 + 2 Damage, or 5.5 on average (this could also be 1D8 +1 or whatever). Let's also assume that the opponent has the same stats, making the Tie Number (TN) '7'.
┌────┬─────────────┬───────┬──────────┐ │ │ Probability │ Dealt │ Received │ ╞════╪═════════════╪═══════╪══════════╡ │ 2 │ 2.78% │ │ 0.153 │ ├────┼─────────────┼───────┼──────────┤ │ 3 │ 5.56% │ │ 0.306 │ ├────┼─────────────┼───────┼──────────┤ │ 4 │ 8.33% │ │ 0.458 │ ├────┼─────────────┼───────┼──────────┤ │ 5 │ 11.11% │ │ 0.611 │ ├────┼─────────────┼───────┼──────────┤ │ 6 │ 13.89% │ │ 0.764 │ ├────┼─────────────┼───────┼──────────┤ │ 7 │ 16.67% │ 0.917 │ 0.917 │ ├────┼─────────────┼───────┼──────────┤ │ 8 │ 13.89% │ 0.764 │ │ ├────┼─────────────┼───────┼──────────┤ │ 9 │ 11.11% │ 0.611 │ │ ├────┼─────────────┼───────┼──────────┤ │ 10 │ 8.33% │ 0.458 │ │ ├────┼─────────────┼───────┼──────────┤ │ 11 │ 5.56% │ 0.306 │ │ ├────┼─────────────┼───────┼──────────┤ │ 12 │ 2.78% │ 0.153 │ │ ├────┼─────────────┼───────┼──────────┤ │ │ Total │ 3.209 │ 3.209 │ └────┴─────────────┴───────┴──────────┘
Now let's add in chain armour, with Damage Resistance 4. If the player rolls 1 or 2 above the TN, their Damage is reduced by 4.
┌─────────────┬──────┬────────┐ │ Probability │ Roll │ Damage │ ╞═════════════╪══════╪════════╡ │ 16.7% │ 1 │ 0 │ ├─────────────┼──────┼────────┤ │ 16.7% │ 2 │ 0 │ ├─────────────┼──────┼────────┤ │ 16.7% │ 3 │ 1 │ ├─────────────┼──────┼────────┤ │ 16.7% │ 4 │ 2 │ ├─────────────┼──────┼────────┤ │ 16.7% │ 5 │ 3 │ ├─────────────┼──────┼────────┤ │ 16.7% │ 6 │ 4 │ └─────────────┴──────┴────────┘
Average Damage: 1.667
So the average Damage is precisely 10 times the chance of hitting a '1' on the D6. Isn't that pleasing? But it's also poor average Damage - it's a lot lower than the old average Damage of 5.5.
┌────┬─────────────┬───────┬──────────┐ │ │ Probability │ Dealt │ Received │ ╞════╪═════════════╪═══════╪══════════╡ │ 2 │ 2.78% │ │ 0.153 │ ├────┼─────────────┼───────┼──────────┤ │ 3 │ 5.56% │ │ 0.306 │ ├────┼─────────────┼───────┼──────────┤ │ 4 │ 8.33% │ │ 0.458 │ ├────┼─────────────┼───────┼──────────┤ │ 5 │ 11.11% │ │ 0.158 │ ├────┼─────────────┼───────┼──────────┤ │ 6 │ 13.89% │ │ 0.231 │ ├────┼─────────────┼───────┼──────────┤ │ 7 │ 16.67% │ 0.278 │ 0.278 │ ├────┼─────────────┼───────┼──────────┤ │ 8 │ 13.89% │ 0.231 │ │ ├────┼─────────────┼───────┼──────────┤ │ 9 │ 11.11% │ 0.185 │ │ ├────┼─────────────┼───────┼──────────┤ │ 10 │ 8.33% │ 0.458 │ │ ├────┼─────────────┼───────┼──────────┤ │ 11 │ 5.56% │ 0.306 │ │ ├────┼─────────────┼───────┼──────────┤ │ 12 │ 2.78% │ 0.153 │ │ ├────┼─────────────┼───────┼──────────┤ │ │ Total │ 1.611 │ 1.611 │ └────┴─────────────┴───────┴──────────┘
Here, any roll which beats the TN by 3 produces a 'Vitals Shot', bypassing armour. Damage has reduced significantly, as the most likely numbers to come up have a serious Damage deficit.
Now let's imagine players can elect to take a 'vitals shot' not by rolling high, but by taking a -1 penalty to their roll. If they hit, it's a vitals shot!
We're going to take the damage *Dealt* from the first chart, but miss out that sweet '7' spot, reducing the average Damage from 3.2087 to 2.29185.
The average *Received* damage is taken from the second chart, as the opponent may still hit the player's armour.
┌────┬──────────────┬───────┬──────────┐ │ │ Probability │ Dealt │ Received │ ╞════╪══════════════╪═══════╪══════════╡ │ 2 │ 2.78% │ │ 0.153 │ ├────┼──────────────┼───────┼──────────┤ │ 3 │ 5.56% │ │ 0.306 │ ├────┼──────────────┼───────┼──────────┤ │ 4 │ 8.33% │ │ 0.458 │ ├────┼──────────────┼───────┼──────────┤ │ 5 │ 11.11% │ │ 0.611 │ ├────┼──────────────┼───────┼──────────┤ │ 6 │ 13.89% │ │ 0.231 │ ├────┼──────────────┼───────┼──────────┤ │ 7 │ 16.67% │ │ 0.278 │ ├────┼──────────────┼───────┼──────────┤ │ 8 │ 13.89% │ 0.764 │ 0.231 │ ├────┼──────────────┼───────┼──────────┤ │ 9 │ 11.11% │ 0.611 │ │ ├────┼──────────────┼───────┼──────────┤ │ 10 │ 8.33% │ 0.458 │ │ ├────┼──────────────┼───────┼──────────┤ │ 11 │ 5.56% │ 0.306 │ │ ├────┼──────────────┼───────┼──────────┤ │ 12 │ 2.78% │ 0.153 │ │ ├────┼──────────────┼───────┼──────────┤ │ │ Average Dam. │ 2.292 │ 2.269 │ └────┴──────────────┴───────┴──────────┘
The average results look pretty similar.
While I'm usually a fan of spreadsheets, these actually tell us nothing. Without any numbers, we can see:
However one adjusts the numbers, the same effects happen. You can increase the cost of a *Vitals Shot* to a '-2' penalty instead of just '-1', but it doesn't change the result. The system can serve to give the *illusion of choice* to someone who doesn't have time for spreadsheets, but the best case scenario here is a few players who don't know which number should prompt them (and the opponent) to attempt a *Vitals Shot*.
Once the mask of Maths has been lifted, the system offers a bunch of faff to arrive at a single, best result.
So all in all, I'll be sticking with the original system: armour reduces Damage, unless one gets a *Vitals Shot* by hitting a high number. It may not feel engaging, but at least the system's honest.