Cannot hit the left leg?

By rbh03g, in Dark Heresy Rules Questions

Problem I noticed is that damage is weighted off the left leg by a severe margin, effectively increasing the damage to the rest of the bosy, because, most of the locations to the left leg are misses. Here some numbers:

Left leg location numbers: 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 00

The hit roll needed to hit the left leg: 68, 78, 88, 98, 09, 19, 29, 39, 94, 95, 96, 97, 98, 99, 00

best rolls: 09, 19, 29, 39 - four realistic possiblities

Right leg location numbers: 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85

The hit roll needed to hit the right leg: 17, 27, 37, 47, 57, 67, 77, 87, 97, 08, 18, 28, 38, 48, 58

best rolls: 08, 17, 18, 27, 28, 37, 38, 47, 48 - nine realistic rolls with the possiblities of two more? 57, 58

I looked through the errata and did not see anything, but i might have missed it. In my game, I am just counting 71+ as "Legs" and "odd" locations (i.e. after you flip the numbers) are the left leg and "even" locations are the right leg. Distributes the damage evenly between the two locations.

Anyone else have any input?

Thanks


Rory

When determining the hit location, first you swap the numbers on the dice. So if the player rolls a 27 to hit, it hits the target on the location corresponding with 72 (right leg), not 27 (left arm). Core rulebook page 194.

You aren't the first person to make this mistake.

Sorry, misread your post.

You can roll high numbers and still hit with the proper modifiers, such as close range, full auto, aiming, helpless target, etc. There's also the Sure Strike talent that allows you to decide if the numbers get flipped or not when determining damage location.

harper.rb said:

Problem I noticed is that damage is weighted off the left leg by a severe margin, effectively increasing the damage to the rest of the bosy, because, most of the locations to the left leg are misses. Here some numbers:

Left leg location numbers: 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 00

The hit roll needed to hit the left leg: 68, 78, 88, 98, 09, 19, 29, 39, 94, 95, 96, 97, 98, 99, 00

best rolls: 09, 19, 29, 39 - four realistic possiblities

Right leg location numbers: 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85

The hit roll needed to hit the right leg: 17, 27, 37, 47, 57, 67, 77, 87, 97, 08, 18, 28, 38, 48, 58

best rolls: 08, 17, 18, 27, 28, 37, 38, 47, 48 - nine realistic rolls with the possiblities of two more? 57, 58

I looked through the errata and did not see anything, but i might have missed it. In my game, I am just counting 71+ as "Legs" and "odd" locations (i.e. after you flip the numbers) are the left leg and "even" locations are the right leg. Distributes the damage evenly between the two locations.

You omitted the 49 and 59 for the left leg in your comparison. True, as the chance to hit decreases with the roll certain body locations are hit less likely if using the flipped roll. And you'll never jam your gun if there would have been a hit to the head. But a few percent off won't break the game. Will right leg bionics be more expensive or produced in higher numbers? Now arms and hands would actually matter for off-hand purposes. However all other splits between locations and sides happen at 0's and ranges of X1-X0 are the flipped result of 1X, 2X, 3X resulting in an almost even distribution.

I don't think it merits an erratum. Neither do I think it merits a change in the algorithm (to use the parity for the side and the range for the type of location hit) just to ensure fairness to the right leg. KISS.

harper.rb said:

Left leg location numbers: 86, 87, 88, 89, 90, 91, 92, 93, 94, 95, 96, 97, 98, 99, 00

The hit roll needed to hit the left leg: 68, 78, 88, 98, 09, 19, 29, 39, 94, 95, 96, 97, 98, 99, 00

best rolls: 09, 19, 29, 39 - four realistic possiblities

Right leg location numbers: 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82, 83, 84, 85

The hit roll needed to hit the right leg: 17, 27, 37, 47, 57, 67, 77, 87, 97, 08, 18, 28, 38, 48, 58

best rolls: 08, 17, 18, 27, 28, 37, 38, 47, 48 - nine realistic rolls with the possiblities of two more? 57, 58

Some of your left leg numbers aint flipped:

Hit roll needed for left leg: 68, 78, 88, 98, 09, 19, 29, 39, 49, 59, 69, 79, 89, 99, 00.

Which is 5 realistic possibilities (09, 19, 29, 39, 49) and a possible 59.

Although I grant you, not much of a difference. Basic problem is that the right leg passes though the lower decimal regions twice while the left leg does so only once (hence roughly half the number of realistic possibilities). One possible solution is to move the body hit range up to 75 which would bring both legs down to 5/1 but now there are only10 chances to hit the right leg. It could be argued that there are only realistically 10 chances to hit the left leg as 96-00 is a jam (ignoring the fact that there is no corresponding negative effect for melee).

Khouri said:

It could be argued that there are only realistically 10 chances to hit the left leg as 96-00 is a jam (ignoring the fact that there is no corresponding negative effect for melee).

Flipping 96-00 (or 94-00) result in (49, 59, ) 69, 79, 89, 99, 00. That's not 5x the left leg. However, with any assignment there's some unfairness left (even if it's just by 1% when using parity) unless you use an independent method to determine location like another roll. I'd rather keep it the way it is. There are more glaring simplifications and abstractions in the combat rules.

Chester said:

Khouri said:

It could be argued that there are only realistically 10 chances to hit the left leg as 96-00 is a jam (ignoring the fact that there is no corresponding negative effect for melee).

Flipping 96-00 (or 94-00) result in (49, 59, ) 69, 79, 89, 99, 00. That's not 5x the left leg. However, with any assignment there's some unfairness left (even if it's just by 1% when using parity) unless you use an independent method to determine location like another roll. I'd rather keep it the way it is. There are more glaring simplifications and abstractions in the combat rules.

Sorry, my bad. You are indeed quite correct.

I also agree with you that changes aint really necessary. While it may be an anomaly it isn't really game breaking.

If you want to remove the anomaly entirely, however, combine the hit location rolls for the legs (and the arms) so you have a single range of values which will hit a leg, and a single range of values which will hit an arm. Then, when one or other of those locations comes up, do one of the following - location roll is odd, it hits the left limb, even, it hits right, or simply pick whichever is closer to the attacker at the time.

Or just roll a separate percentile die to see which location was hit. I often end up doing this anyway, as I frequently forget to note the to-hit roll.

N0-1_H3r3 said:

If you want to remove the anomaly entirely, however, combine the hit location rolls for the legs (and the arms) so you have a single range of values which will hit a leg, and a single range of values which will hit an arm. Then, when one or other of those locations comes up, do one of the following - location roll is odd, it hits the left limb, even, it hits right, or simply pick whichever is closer to the attacker at the time.

This is what I do.. I just wanted to see some response from the crowd.


Thanks guys.


Rory

This is why I never wear armor on the left leg. It's protected by the Emperor!!!!

when I used to play wfrp we had a running joke that you only needed to wear armour on your left leg, because of the frequency of hits there. happy.gif

Whenever an attack scores more than one hit on the legs or arms I tend to rule that the second hit strikes the other arm or leg (unless it's partiularly silly for this to happen). This tends to even it out.

New suggestion: Hand out giant cards with the word "left leg" written on them in big, bold letters. Once per game when a hit is scored (on any target, friend or foe), each player may hold up their card and say "Ooooh, right in the left leg." This causes the hit to be diverted to the left leg.

Optionally, you could draw a picture of a cartoonish left leg with some kind of humorous accident happening to it. Additionally, when raising the card, players may wish to wince comically, and other players present may wish to say the magic words in unison.

PS I apologise for this post, which was brought on by excessive reading of programme management documentation.

I use to play a game that actually determine what areas were possible to hit by what side of the target you were facing and were just trying to hit the person. I used that information can came up with these three tables:

ROLL LEFT SIDE
01-04(4%) Head
05-12(8%) Right Arm
13-31(19%) Left Arm
32-75(44%) Body
76-94(19%) Left Leg
95-00(6%) Right Leg

ROLL FRONT/REAR
01-04(4%) Head
05-18(14%) Right Arm
19-32(14%) Left Arm
33-76(46%) Body
77-00(22%) Leg(Odd=right)

ROLL LEFT SIDE
01-04(4%) Head
05-23(19%) Right Arm
24-31(8%) Left Arm
32-75(44%) Body
76-94(19%) Right Leg
95-00(6%) Left Leg

I added the percentages to give an idea of the chances of hitting the part of the body. You will notice that when attacking the left side, the right parts of the body are the hardest to hit and vice versa for attacking the right side. Just my 2 thrones.

I did not take the time to note down all the rolls and circumstances (it would have been a book!) but my group's last game session included both the attack on the Strophes' mansion and the factory complex fight on Ambulon portions of "Rejoyce" in PTU. We saw PLENTY of left leg hits. Plenty of "everywhere else" hits too for that matter. I can see where some of the odds might be slightly off for low BS characters with bad combat modifiers, but all body parts were fairly well represented on the "hit by concentrated energy packets, bullets and explosive bolts" scale. One thing that is pleasing is the predominance of body hits in DH. This is the largest percentage of body mass, and professional shooters are trained to aim "centre mass" to improve their chances of a hit.

If it really is bothering someone then they can always declare an aimed shot for the left leg. Two of my group's acolytes can pretty much do this at will.

We always roll a black (or dark) die for tens, and a white (or light) die for units.

Then we look at the result of the white die.

1 - Head
2 - Right Arm
3 - Left Arm
4 - Right Leg
5 - Left Leg
6-10 - Torso

PS: first post btw... hi all!

Hi,

Easy way to hit both legs....roll to hit, reverse as usual to check hit location, a 71-95 (96-00 being Jam) is a leg hit. An odd "unit" is a left leg hit, otherwise a right leg hit. Easy and almost fair :)

/T