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dom6:precision

Precision

"This is how accurate a unit is, either with missiles or with magic." – manual description

Precision is an offensive martial talent, particularly for ranged attacks. When a javelin is thrown, when an arrow is loosed, and when a spell is cast, the caster's Precision determines where the missile or magic ends up.

Missile Combat

Precision Roll

- number of squares from attacker to target is Distance, diagonals count as 1.41
- take unit Precision, effects like storm apply here
- add weapon/spell Precision
- if Precision is 75+ hit and abort the rest

- double Precision above 10 and use this as the Score
- 4% for halved Score, 2% for 1/3 Score
- if (Score/2-2) >= Distance hit and abort the rest

- calculate ( (random between 0 and Score-1)+(Distance*1.25, rounded down) )/Score and round down the Result
- random between 0 and Result = Deviation
- for each point of Deviation, do two random rolls: (1, 0, or -1) on the vertical axis, and (1, 0, or -1) on the horizontal axis

After the Square is Chosen

Once the square is chosen, Precision's work is done, and the DRN roll is entirely a matter of the fellows in the square. The number of Size points in the square, divided by 2 and rounded down, is added to the Attack roll. The target in the square is chosen at random, with each square occupant having a weight equal to their Size. The decided defender's Defence Skill is not used in the Defence roll, and every 20 points of Fatigue subtracts 1 from their result. Defenders do get to Parry missiles with their Shields, however; in fact, their Parry bonus is doubled.

Magic ranged weapons have +2 to hit, in their Attack roll.

Patrol Strength

Precision strongly contributes to Patrol Strength. A unit's Patrol Strength is their Precision, plus their Map Movement (or 30 if they're Flying), all divided by 20. A commander's Patrol Strength is then doubled, and an Undisciplined or Mindless unit/commander's Patrol Strength is then halved. In this case, points above 10 are not effectively doubled.

Precision Modifiers

Direct Precision bonuses include an Air Bless, a +4 Precision "buff" from the Eagle Eye line or the Trueshot line, and the +2 Precision "buff" from the Wind Guide spell. Wind Guide also halves any and all Precision "debuffs" placed upon those affected.

Darkness is a somewhat common Precision-reducer. Fighting at night or in other dark places (such as Caves or Deep Seas) results in -3 Attack Skill, -3 Defence Skill, and -3 Precision. The Darkness spell can increase these penalties to -6, though without stacking. There are Global Enchantments that apply 1 or 6 Darkness to everywhere that isn't a Deep Sea or a Cave, and Twilight applies a -2 penalty directly to Precision if no "real" Darkness is present.

Various traits interact with the Precision-reducing effects, however. Darkvision offers a percent reduction of the magnitude of the penalties, generally 50% (though some have 100%). Spirit Sight is 100% Darkvision with added benefits, while True Sight lets one see straight during Twilight. Last-but-not-least, none of these penalties stack with the -9 penalty from Blindness, and those used to being Blind are unaffected by even that.

  • On the last note, missing eyes but still being able to see results in -3 Precision per lost eye; this does stack with the Darkness penalties and such, but the summed effects cannot be more severe than blindness.

Example Stats

Example Unit Their PREC/PRE
A typical blinded human 1
An Animated Tree 3
A typical Soulless (zombie) 4
Most herbivores (side-eyes) 5
Most weird-faced or faceless Idols 5
The average one-eyed being 7
A cave-adapted human 8
The average human 10
A highly trained human archer 11
An Airyan of Caelum 11
The famed Longbowmen of Man 12
A Centauride of Pangaea 12
An average Pretender Mage 13
A Great Eagle 14
A Faery Queen 15
Hruvur - Abomination of Desolation 20
dom6/precision.txt · Last modified: 2025/04/12 21:54 by arco