Originally Posted by
damned
you either roll vs 9 or vs a fixed score. if you make a climb check for example a 9 would be success, to see how good you Count the success Levels. Of Course there are possible modifiers too. -1,-2,-3 and so on for how hard it is to climb. If you try to do semething that can be actively avoided like an attack you have to target the enemies muscle score or Brains for example when you want to fool him. This score might be different than 9 but everything below 9 is Always a miss.
So all checks are against 9 unless they arent?yes if you compare a skill vs. someone else you roll against their muscle, brains, or combat. Else you roll vs. 9
How any modifiers could you possibly add to a roll on top of attribute+skill or attribute+attribute? situation modifier from +5 to -10 this is the only one. For combat maneuvers it can be a second modifier. For example stake through the hard has a minus xx to hit but multiplies the damage. I would add those by myself in the combat maneuvers
And all attacks are against Muscles? against combat. I messed this up. It is mostly vs. combat. When you try to escape a grapple it would be vs. muscle.
Unless they are against Brains or Combat? but yes. better switch combat with muscle.
Unless M/B/C is less than 9 then its against 9? yes but I think the score can never go below that.
If you beat the M/B/C you measure success not against M/B/C but against 9?yes
For Checks it sounds like you need:
Each Attribute setup as a Modifier Strength /mod (p1)
and each Skill setup as a Modifier Going Medieval /mod (p1)
and 3 modifiers called Hard/Harder/Hardest (/mod -1/-2/-3)
and a Generic Roll Check /buffy 1d10x(p1) (this roll does not exist at this time)
To make a check of any sort you click the appropriate combination of Attribute/Skill/Modifier and then click Check which will roll 1d10+attr/skill/mod and check it vs (p1) which will 90% of the time be 9.
It will report on the result including the number of successes. The number of successes will need to be drag/dropable.
For Attacks its more complex.
You still have each Attribute setup as a Modifier Strength /mod (p1)
and each Skill setup as a Modifier Going Medieval /mod (p1)
and an Attack Roll Attack /buffyac 1d10 (this roll does not exist at this time)
On the NPC sheets you will need 3 Rolls - Muscle/Brains/Combat and they will use a roll something like:
Muscle /tset (p1) and when you click this roll it will set the NPCs defense to the (p1) value (this roll does not exist at this time AND I need to test of this can work in the CT...)normaly npcs never need to roll. they have a fixed value and the player rolls against it. is it possible to choose a traget? For example Buffy kicks a vampire she rolls vs his combat and in FG I click the enemy in the combat tracker and the kick. Then it gives something like 15 its a hit and does x damage?
To make an Attack of any sort you declare the type of Attack, the GM determines the defensive attribute and clicks ityou would not need the GM to do this. Every attack would have the roll fixed it goes against, then you roll the Attack which will check the Defense value and calculate the Roll result.
It will report on the result including the number of successes. The number of successes will need to be drag/dropable.
On the NPC sheets you will need a Roll for Armor, or because these are NPCs they probably dont live long enough to need to change Armour values so you could just set the C4 as Armour. This value will be used to modify the Damage roll.
To Roll Damage you will need a new Roll Damage /buffdmg
Scratch that. You need to come up with a consistent formula or expression for damage. I cant guess at all the combinations.
The human mind is incredibly good at handling this type of variable input and rules. Coding this sort of stuff is non trivial.