# +sinfo +attack

*+sinfo +attack*

**Syntax:****+attack <Player/Thing> at <Difficulty>**

This will perform the necessary rolls involved in attacking another player, including hit and damage rolls, factoring skills, weapons, and armor as needed. If the attack is successful, it DOES NOT apply damage to the target. When in doubt in the area of difficulty, the default is 30. Higher difficulties makes attacks more difficult.

*+sinfo +attack damage*

**Syntax:****+attack/damage <Player/Thing> at <Difficulty>**

This will perform the necessary rolls involved in attacking another player, including hit and damage rolls, factoring skills, weapons, and armor as needed. If the attack is successful, it WILL apply damage to the target. When in doubt in the area of difficulty, the default is 30. Higher difficulties makes attacks more difficult.

+attack works differently than +taskroll.

When you +taskroll, a random number is chosen between 0 and whatever difficulty number you designate (+taskroll skill at #). If your adjusted attribute/skill is greater than the results of the random number, you succeed. For this reason, if you choose a difficulty that is below your adjusted attribute/skill, you will most likely succeed. However, there is always a chance for a critical failure regardless of skill level & difficulty. The general default for +taskroll is around 50. It can be lower or higher depending on the task you are trying to accomplish and the conditions under which you're trying to accomplish it. (Example: Climbing a ladder vs climbing a ladder in a windstorm.)

+attack is more complicated. The *simplest* way of explaining it is to say that the difficulty you choose for +attack is your chance of failure assuming attack and defense skills are equal. So, if you have Firearms: Sidearms at 40 and you shoot someone with Dodge 40 and roll +attack <target> at 50, you have a 50% chance of failure. For this reason, we recommend that difficulties for +attack start around 30. Otherwise, statistically speaking, you're going to miss every other shot unless there is a HUGE skill level gap in your favor.

Now, of course, that isn't quite the full picture and those of you who are really into game mechanics will want to know more. Here is how it works:

When you +attack, the code generates a random number between 1 and 100. If the number is 1-4, you fail. If it is 96-100, you succeed. If it is 5-95, it applies a calculation:

(roll - difficulty) + (attack/2 - dodge/2)

If the result of the above calculation is negative, you fail. If it is 0 or a positive number, you succeed.

Basically, your roll must meet or exceed your difficulty after adjustments for skill disparity are applied. Because the roll is a 1-100 roll, we can say that the difficulty is approximately your percentage chance of failure.

Example #1:

Joy (Firearms: Sidearms 60) attacks Rapture (Dodge 50) at difficulty 30. A random number is generated: 75 This number is not 1-4 or 96-100, so the calculation is applied. (75 - 30) + (60/2 - 50/2) = 50 (success)

Example #2:

Joy (Firearms: Sidearms 60) attacks Rapture (Dodge 50) at difficulty 30. A random number is generated: 20 This number is not 1-4 or 96-100, so the calculation is applied. (20 - 30) + (60/2 - 50/2) = -5 (failure)

Now, in the above example if the difficulty were 25 rather than 30:

(20 - 25) + (60/2 - 50/2) = 0 (success)

Even though a 20 was rolled, the +5 bonus due to skill disparity comes to the rescue!

TL;DR -- Use 50 as your starting difficulty for +taskroll, but 30 for +attack. Difficulties can and should be scaled up and down as appropriate for the situation and action being taken.

## See also

+sinfo |
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About DSS • Combat • Functions • Index / Traits : Experience Points • Attributes • Skills • List Skills • Feats • Languages • Health
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