Re: Idea Development - "Present day" Monster Movie
Ok, this here is just the part of the system for combat with guns (and explosives) It's a bit complicated ATM, so I desperately need suggestions, but I feel that it isn't TOO much to handle.
I plan on having three statistics: Strength, Agility, and Intelligence. The chances to hit an enemy are based off Strength and Intelligence. Strength simulates how well the character can handle the gun, and Intelligence is for how good they actually are at aiming. Each gun will have a "recoil rating" that is subtracted from "Gun Skill"+2d20 in this equation. Gun skill is (Str+Military Training)/2. Then, Int is added and then range/2 is subtracted. If this value is higher then the monsters dodge, they hit. Basically:
[(GS+2d20)-Recoil]+Int-(Range/2) vs. Enemy Dodge
The point of this is to simulate skill level with the weapons. Some news reporter chick isn't going to be able to pick up an anti-tank weapon and go slice the enemy swarm like butter.
Damage will be totally weapon* and dice dependent, neglecting player stats totally, and have not been assigned to weapons yet (as I haven't made the weapons).
Some other points to make, automatic fire and the like will be handled via special attacks. Using these types of special attacks are, in essence, free. However, there is more then one way to use these attacks. The player may either attack one enemy, or attempt to hit up to 6 enemies at once. When firing many enemies, the damage role is just spread equaly between them, INCLUDING THE ONES THAT DON'T GET HIT. Each enemy has to go through a hit chance roll individually.
For example, say you are being attacked by five of "Enemy X". You choose to use full auto at attack all of them. You roll for 200 damage. Then come the roles for hit chance. In scenario A, you hit all five, and they take 40 damage each. In scenario B, you only hit B, but they still only take 40 damage. The remaining damage is lost forever.
Rolling for full auto on one enemy is pretty much the same. Six hit chance rolls for the same enemy, then split up the damage as before.
*As I said before, this is for guns only ATM. Melee will factor in stats.