This will explain in total the concept of Damage by Degrees of Success...
First Off - DoS used herein uses Standard Success & Standard Failure rates (see Rogue Trader basic rules on Rolling Dice)
DEGREES OF SUCCESS (revised back to the way Rogue Trader does the "count")
Revised: For most tests, it is enough to know whether a character succeeded or failed.
Stand Success: If you score a value within 10 or less of your characteristic a Standard Success is achieved.
Standard Failure: If you score a value within 10 or more of your Characteristic a Standard Failure is incurred.
Sometimes, however, it is useful to know how well a character succeeded, or how badly he failed. This is particularly important with social Skills, such as Charm and Inquiry, as well certain combat situations, such firing a gun capable of a semi-automatic or fully automatic burst.
Measuring degrees of success and failure in a Skill or Characteristic Test is straightforward.
After the percentage roll is made, compare the roll with the modified Characteristic score...
- For each full 10 points by which the Characteristic was exceeded, one degree of success is achieved.
- Conversely for each 10 full points by which the test failed, one degree of failure is gained.
Gist: the +10 Automatic Bonus "given" in DH2 has been eliminated as it resulted in cumulative bonuses that are too robust for this DoS Damage System
Advantage vs. Disadvantage
(adopted from D&D 5e)
When your Attack is at "Advantage" roll 1D100 Twice and take the better of the Two Rolls
When your Attack is at "Disadvantage" roll 1D100 Twice and take the worst of the Two Rolls
Combat Distance / Range
(Grid Style Play - ala Roll20 or Fantasy Grounds)
Shooting in combat in this system comes in ONE of TWO Flavors:
Structured Time
(i.e. when you are in Combat on a Round per Round basis)
Narrative Time
(i.e. when you are "Story Mode" whereby "Rounds" aren't being tracked and much is glossed over in most cases)
All Range bonuses in the CORE Book are ignored while shooting in Structured Time
Range bonuses are retained only when firing while in Narrative Time (i.e. raw vanilla rule out of Core Book)
Ranged Weapons
in this System have be categorized into;
Immediate
,
Short-A
,
Short-B
(Medium),
Long
"Distances"
Point-Blank = 1 Box (adjacent)
Immediate = 2 to 5 Boxes
Short-A = 5 to 9 Boxes
Short-B = 9 to 14 Boxes
Long = 14 to 20 Boxes
Extreme = Visual Sight
From Here - Modifiers are Applied ONLY when within "Goldielox" Zone (i.e. Immediate would be between 2 to 5 Boxes)
NEW Definitions:
Dazed:
Victim can only perform HALF ACTIONs
Flanking:
Victim is attacked one the same round from two opposing sides - left & right (not forward and rear - rear attack would be considered "Unaware")
Invisible:
Unperceived, unseen, either from Total Darkness (not smoke, mist or otherwise) or from Blindness or supernatural means...
Squeezing:
Victim occupies a "box" that is either being shared by an "ally" or said box isn't a full square (like when walls go 45' rather than 90' - i.e. a half box) + when squeezing Evasion is not possible!
Stunned:
Victim can't take any actions other than a single "Free" ACTION
Unaware (Flatfooted, Surprised):
Victim who has not yet acted during
a combat
is flat-footed, not yet reacting normally to the situation. Additonally moreover for the Unaware status - this means they can't "see" or perceive the oncoming attack directed against them - like in the case of being attacked from behind - or the first intitial attack done by "surprise" aka ambush or the first attack done by an Invisible attacker...
DoS - Weapon Damage has been replaced by a damage code that counts the Number of Success and Multiplies that by the first Value given in the new code...
2 DoS = 2 points of Damage per Success (this would represent your basic 1D10 Roll)
Example: 1D10+2 now equals 2 DoS +2 (the "+2" is added after calculating Successes)
If no Successes are SCORED than just apply the +2 by itself...
Standard Success (Hit) Damage only applied the Modifier listed at the End of the Damage Code - for those Weapons that do not feature such a bonus Standard Success Hits do no damage...
SEE NEXT POST FOR Continuation...