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CRT (Combat Results Table)

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X3M's picture
Joined: 10/28/2013
If i am still crunching

Going immediately for damage. I noticed that I can't do penalties like 3 or 5 etc.
I need columns for a penalty of 1 and perhaps 2.

And in that regard. I could have the player look at these first. Still, going down with the one and only roll.
So, if a penalty of 7 is needed. You roll a d6.
Then you get from 20 projectiles, to less at penalty 2, then less at penalty 1 and finally, you look at the damage output at penalty 4. Something like that. But perhaps....
I should make a d20 table. And then have the player simply move seven penalties.
With each box containing 2 numbers. A number of projectiles that hit. And then a damage number. The damage number would be different than the number of hits, regardless of the roll.

So, in that regard, you roll a d20. Then if the penalty is 7, you move 7 spots up. And finally find the damage output.

This CRT would be 20 (21) wide, but only 1d20 is rolled. And that's it.

Then I need another one for the other damages that are possible. But not sure how I can cut in this yet?

X3M's picture
Joined: 10/28/2013
hmmm. its rather hard to make 1 CRT with everything

well... where do i start?

The CRT that I attempted?

Well, I have one for 1d20. This is too wide for sure. So, I make a smaller one in the future I think.


It was not finished yet. But I started to think on how to use the one, the only, CRT.

I figured, to have the player jump, the penalties.

But the roll, if it is just one roll. Would not be a standard deviation.

So, then I figured. What if with each jump. The player would also go one column to the middle? Seeking the average if you will.
So, lets say, you have 10 projectiles.
You look at the 10th row. You roll 12 on that d20. And the result would be 8.
This was the first penalty. But what if you have a penalty of 7?
You now look at the 8th row. The result at the die of 12 is not the one we want. You go 1 to the left.
The result is 7 at the 2nd penalty.
Now you are not allowed to go further to the middle. Because you already are at those die rolls.
The result at 7 is 6 at the 3rd penalty.
And the result at 6 is 5 at the 4th penalty.
But now we get a result of 5 at 5, at the 5th penalty. This is no good. We stay in the 5th row this way. But in reality, it still can go down.
So, I figured, you could now start going to the left in that row, until you hit 4. Then go up 1 spot.
So, this happens at the roll of 7.
This means that we need to look at the roll number. We were at 11th spot of row 5 at the 4th penalty.
It is the 10th spot for 5th penalty, 9th spot for the 6th penalty and 8th spot for the 7th penalty. The end result is 5. If the penalty was 8. You would have gotten to 4.

There are several problems with this. But the main one is that it is too complicated for the average player.

Maybe a smaller die will make it easier. d12 would be nice. But d10 is also an option. d10 goes twice as fast as d20 for sure. And d6 3 times as fast.

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