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Rule of X Calculator 1.0.0

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About This File

This spreadsheet is my attempt to make a workable 'Rule of X' for my own personal campaign use (and personal edification). I'm sharing it for others to use (or not use) as they see fit.  The 'Rule of X' basically states that given a set of input parameters (OCV, Damage Dice, etc.) you should be able to calculate some number to represent a character's combat effectiveness.  Read HS62.282 for a more in depth explanation.  Personally, I found the official rules vague and hand-wavy so I thought this would be a fun project to take on and see if I could make something interesting.


This is one of many tools and techniques GMs have to bring some hard and fast rules in to balance their campaign.  This is not meant as a substitute for a GM's critical analysis of a character; it's an experiment that's attempting to make the 'Rule of X' workable for my own campaign.  Consider this a tool in your toolkit and like any other tool it can be used and abused...munchkins will be munchkins. 


Campaign baselines are vitally important to the equation and the impact of them should not be underestimated!


Everything is configurable; so if you don't agree with how I've weighted abilities, then change it to what you feel is reasonable. The same goes for your own campaign baselines.


Disclaimer: I didn't invent the 'Rule of X' and I'm not interested in arguing it's merits endlessly on the interwebs, if you don't like it don't use it! ;)


Theory of Operation

  • All campaigns have some notion of baseline stats like DEX, SPD, CVs, etc
    • The spreadsheet takes those baseline statistics as adjustable parameters and assigns a weight to each
  • The Rule of X is the sum of all weights
  • Characters who deviate from the norm are affected like this:
    • Going above the campaign average costs the character proportionally more depending on how much more they exceed the norm
    • Going below the norm discounts the stat for the character in the same manner as going above it does (ie. proportionally)
  • There's a column labelled "+/- %" that tells you how close a character is the campaign Rule of X
    • I recommend trying to keep characters within +/-5% of the Rule of X, max


  • All input variables (CON, DCV, oAP, etc) assume the highest possible values a character can generate (without pushing)
    •  it's not about what a character is likely to be at on any given segment of combat
    • it is about what they could theoretically achieve if they had to put everything into a given task (like hitting a target or evading attacks)
  • Do not factor in standard or optional combat maneuvers into the variables
    • if anyone can perform the maneuver then it's not relevant to the calculation (everyone can Dodge so we don't include that in the DCV entry, for example)
  • For Martial Arts:
    • pick the greatest OCV bonus from your list of offensive maneuvers
    • do the same for DCV except Martial Dodge counts as +2 only (the other +3 everyone has access to via standard Dodge)

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On 1/5/2019 at 6:11 PM, Werethunder said:

This is a very nice attempt! Thanks! I tried something, also, in this sense, three or four years ago; take a look in this link, if you will.


That's really cool :)

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