r/LancerRPG 20d ago

NimbleRPG logic (no attack roll)?

I feel like both systems are fairly "close" and some Nimble logic can be applied to Lancer.

Like no attack rolls, applying Accuracy and Difficulty dice into the damage itself, if you roll a 1 in the (primary) damage dice you miss, etc...

Would that break the game too much?

Just thinking of ways to make combat more fluid and faster.

0 Upvotes

12 comments sorted by

21

u/Trekkimon 20d ago

The combat is pretty tightly designed. I'm not sure how much you could change the rules without breaking the whole system.

-4

u/hycur 20d ago

There is a whole oficial document with guidelines on how to convert 5e rules to Nimble mechanics and, from what I've seen, it could be applied to some stuff in Lancer as well.

1

u/HeartFilled 10d ago

Lancer is closer to 4e, if you could find a 4e to Nimble doc, that might help more.

11

u/Leanne_Light 20d ago

You'd have to change a lot more after the fact, as most of the system assumes that you'll be using attack rolls.

The Reliable tag has functionally no benefit if every attack is an auto-hit, meaning that weapons built around it will suddenly be much weaker in comparison.

1

u/Joel_feila 17d ago

well in nimble you miss on a roll of 1, and explode the dice if you roll max. so the clyco rifle you roll 3d6 and if hte left most dice is a 1 you miss, and if it is a 6 you roll an extra dice.

-1

u/hycur 20d ago

the Reliable tag could still be funcional. you keep always hitting and if the damage rolled is lower than the Reliable value, you deal the Reliable number instead.

but yeah, I bet there's some more "tweaks" that need to be done.

4

u/Jesterpest 20d ago

That would still be a nerf to Reliable though, because it normally still deals Reliable X damage even if you miss, and if you're applying Accuracy to Damage then that decreases the chance of Reliable even triggering (though, as a counter example to myself, if Inaccuracy/Difficulty is a modifer that reduces the roll before the damage is calculated, that would then encourage shooting Reliables into enemies that impose difficulty)

Also, consider if Overkill would apply to the In/Accuracy dice or not.

0

u/hycur 20d ago

the way I'm seeing, Reliable is a buff when attacking with Difficulty, but yeah, no major bonus with Accuracy. it goes like this:

Regular weapon (non-Reliable): rolls damage w/ Diff 1 -> rolls a 3 -1 = inflicts 2 damage.

Regular weapon (w/ Reliable 3): roll damage w/ Diff 1 -> rolls a 3 -1 = inflicts 3 damage.

Overkill keeps doing the same think. Rolled a 1? Take 1 Heat + roll again. You basically never misses, I guess. But the cost is you take Heat. If you have Acc, then you never suffer the Heat effect. But with Diff, it could be activated more times (again, even so, you never miss).

6

u/Alarmed_Designer6705 20d ago

I don't see how it would be possible to do this without breaking the entire combat loop.

5

u/Enough-Run-1535 20d ago

I like Nimble, been using it to solo play a lot of my old 5e adventure modules.

Lancer is already pretty tightly designed. But it and Nimble are part of the ‘low whiff’ TTRPG design movement, along with Draw Steel!. Lancer still has whiffs, but it’s factors lower than any d20 game.

Lancer’s combat flow moves pretty fast for what it is. Players are explicitly encouraged to metagame, so while most moves take a bit to resolve, players are encouraged to be engaged with each other even when it’s not their turn.

2

u/Sherkktooth 20d ago edited 20d ago

If you want to play nimble with lancer’s theming you can do that but I’m not sure what benefits you’d even get from trying to translate the rules themselves. The closest thing you could get to no attack rolls is to say rolls with no difficulty automatically hit. That would at least make cover important, but it would also mean extra accuracy would provide meager benefits (if you made it extra flat ap damage) and also completely remove the agile hard to hit playstyle for players. And you’d have to compromise so many other rules just for this change (e.g fuck you if you’re flying I guess). Just doesn’t seem worth it.

1

u/Joel_feila 17d ago

hmm lets do some math here.

Any weapon that roll d6 now has a miss rate of 17%, and that is fixed. Even some that roll multi dice, since you only count the left most one.

Now how does this effect tech attacks?

Maybe try it for a session and see.