I'm currently running Final Sanction for my gaming group and we've just completed our second session/fourth battle.
I'm currently running both versions of Righteous Fury.
The additional attack roll for confirmation version for the players. As detailed in the Final Sanction excerpt.
The additional damage to the current attack for the enemies. Which I found out here was the original rule for RF in DH/RTafter I implemented it.
Regardless of the reasons, I'm looking for alternative ways to confirm RF other than rolling a f-kton of dice every time.
Now mind you I'm used to rolling handfuls of dice and eyef-king for successes, but when handfuls become seven separate groups of 4d10s per horde even I call shenanigans.
Example : Rebel Heavy Stubber Horde Mag 50 (from adding +5 each encounter per the Final Sanction sidebar) with five attacks at 25+20 (full auto) = seven successes at 4d10 FOR JUST ONE HORDE with three more hordes to roll out.
So I've brainstormed a quick and dirty way for the additional attack version of righteous fury for my players.
Instead of
1. Rolling the attack, confirming successes and hits
2. Rolling 2d10 per hit looking for 10s (we know about damage meaning nothing for a horde and it's all about magnitude)
3. Rolling RF confirmation attacks
4. RF damage rolls to check for additional RFs
5. etcetera ecetera oogie boogie boo
I'm going to implement
1. Roll the attack, confirming success and hits
2. Roll an additional d100 for possible RFs that are automatically confirmed.
Explanation on the maths for 2 : for a weapon that does 2d10 each hit equals 10% (6 hits = 60%) the success and raise mechanic at the core of the system is used for RF confirmations (rolling 43 equals 2 successful RFs)
Breakdown for different weapon dice : 1d10 equals 5% a hit, 3d10 equals 10% each hit. Both 1d10 and 3d10 count successes as 5 instead of 10.
I understand that this will make RF more frequent but it averages in the outliers of massive RF and no RF which I'm okay with. More importantly it mitigates the dicefest prolonged combats so we can get more non-combat rp encounters, which is hugely important since I can already sense interest waning from most of my players as the group is generally more interested in Roleplaying than rollplaying hack/slash.
My questions/solicitation for comments are,
1. I didn't do the maths on this example so can anyone tell me how statistically close my method is to the correct way of rolling over an extended period?
2. How would I factor when 9 is added as a possible RF?
3. How would I simplify the additional damage version of RF, I get as far as 1d10 equals a 10% chance of rolling 10 and 2d10 equals 5% for two 10s ... 2.5% ... 1.25% ... but then I'm lost on how it calculates for two or three 10s on a 4d10 (which is the min req RF to threaten a Space Marine I'm okay with rolling actual damage when a threat is present). Basically how do I find the percentile of 3d10 and 4d10 showing three 10s and two 10s respectively?
4. In Final Sanction heaing with Fate Points is 1d5, but I've read around here that it's 1d10 (I know you roll a d10 and halve your result, I'm not talking about that), which is it?
5. Can you use your Fate Point to instantly heal when an attack takes you to death? Example : Hp 5 Dmg 10 Regain Hp 5 from FP, you are now at Hp 5, 0, or not possible?
Yes I know about the dice rolling program someone created. No we don't have enough space at the table for a laptop. I don't have a laptop to bring, and am not very interested in rolling everyone's hits all around, feels like I should just play by myself in that case.