SM COMSYS DDoD

Dynamic Degrees of Difficulty
There are a few situations that use Dynamic DoDs and each DoD method is particular to the system it's embedded in.

The Ranged COMSYS D/DoD is found by taking a Targeting method that gives a measure of Points Per Yard (PPY) and multiplying it by the number of yards between shooter and target.

Any Projectile Combat
This system was designed based on the ballistic realities of high speed, high power contemporary 20th/21st-century firearms. We extrapolate similar conditions to other ranged combat as well, whether that's plasma rifles (in the 40-watt range), a wand of fireballs or Robin Hood's English longbow.

Custom Numbers
Note that each shot – or round – has its own D/DoD. Further, D/DoDs change like crazy as the situation evolves. Characters move, distances change, conditions change (from state of the character to state of the weather). Unless you're really fast at math, it might be handy to keep a calculator handy.

Targeting Estimation
If the stakes are high enough to kill someone, they probably deserve the second it'll take to type in the PPY times the distance. The Common Targeting Chart (below) gives a quick estimation of the D/DoD over the most common combat distances.

When characters identify a target, the Ref can ballpark the distance but is not obligated to give an exact distance unless the character has paced out the area or is a tier-one counterterror specialist type. Once the characters have an estimated distance, they can specify how they react, including the method of drawing, movement if any, and targeting.

The Ref tracks all the characters involved, and any potential bystanders, including movement, distance and time. Once the characters declare their method, that determines their point on the timeline that they get a shot off.
 * The Ref uses the declared method to not only map out shot order, but determine the D/DoDs.
 * Players should specify their skill and their luck rolls, with separate rolls for separate shots.