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Thoughts on "Finesse" Damage Bonus

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Old November 26th, 2007
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Default Thoughts on "Finesse" Damage Bonus

I'm curious to know people's experience with or thoughts on houseruling a "finesse" damage bonus. That is, where the core STR + SIZ damage bonus die represents additional damage from power-type attacks, this one would represent accuracy/finesse-based damage bonus.

Using the same scale as the other (i.e. 25-32= +1d4 et al), perhaps certain types of weapons (rapiers, daggers) would receive a bonus damage die based upon, say, DEX + INT. This finesse damage bonus might include missile weapons, as well.

My first thought on balance issues would be that one could only apply one or the other--i.e. an attack with a rapier would not also get the STR+SIZ damage bonus--only the DEX+INT one.

Just brainstorming at the moment.

EDIT: I realize the Impale is the core approach to the spirit of what I'm proposing, and so a finesse damage bonus die AND the possiblity of an Impale might be too much. Perhaps the finesse damage bonus would replace the Impale rules....

Last edited by McBard : November 26th, 2007 at 16:29.
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Old November 26th, 2007
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Hi McBard,

Although that sounds like a very cool idea, my gut instinct is to sit back and think about it a bit. Basically it boils down to whether or not you're already taking DEX or INT into account with the weapon skill - for example in increased base chances. If not (old RQ3 would, but modern BRP probably won't have these "skill type bonuses" - the old Agility Skills, Manipulations Skills bonuses, for those who remember), then I think you might have a case for replacing the DB of certain weapons like you say!

Hope that makes sense - just thinking on the fly!

Sarah
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Old November 26th, 2007
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To my mind, something like finesse could be covered by having a higher skill, thus increasing the chance for a critical hit, or, as you've noted, an Impale result.

However, this does note something interesting about the BRP rules. Combat is fairly simple, but it doesn't represent different types of combat. Swashbuckling musketeer types uses the same rules as a axe-wielding Barbarian. This might prove to be fruitful ground for further supplements.
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Old November 26th, 2007
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Quote:
Originally Posted by McBard View Post
Using the same scale as the other (i.e. 25-32= +1d4 et al), perhaps certain types of weapons (rapiers, daggers) would receive a bonus damage die based upon, say, DEX + INT. This finesse damage bonus might include missile weapons, as well.
As Shaira said, RQ3 covered this by higher INT & DEX, which had a LOT to say for starting characters at least. How the new system is handling it might be different though. I think adding to the skill is the right way to go though, as finesse sortoff equals skill.

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Old November 26th, 2007
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I pretty much considered finess damage to be factored into the degree of success results. For instance, arapier, dagger or other finess weapon is usualy an impaling weapon, and so did more damage on sp[ecial successes.

Some BRP variants even went so far as to give rapiers triple damage on an impale.

Personally I think factoring it into skill/degree of success is the path to take.

One thing I like about non-D100 RPGs is that the mardgin of success (difference in rolls) can be easily used as a damage result. With D100 it is a bit tougher.

One option might be to have damage be based on how much you make your roll by (1 point per 10%) plus a base add for STR/SIZ and weapon type (say 1/2 the normal db and weapon damage). Blocking could absorb damage by the same method. Just a wacky idea though.
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Old November 26th, 2007
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All good points, thanks.

Per RQ3, since all melee attack modifiers use the Manipulation skills modifer— which favors INT, DEX (primaries) and to a lesser extent STR (secondary)—then a "finesse damage bonus" based upon INT and DEX might be a bit much. Especially with Impales occuring at the 20% (special) rate.
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Old November 26th, 2007
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I'd tend to approach this sort of thing the way RQ:AIG was going to: similar to RQ3 style martial arts, as a secondary skill that allows tradeoffs to get better results in terms of special attacks and the like. Otherwise, as others have said, I don't see it as distinguishable from higher skill.
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Old November 26th, 2007
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Quote:
Originally Posted by Nightshade View Post
I'd tend to approach this sort of thing the way RQ:AIG was going to: similar to RQ3 style martial arts, as a secondary skill that allows tradeoffs to get better results in terms of special attacks and the like. Otherwise, as others have said, I don't see it as distinguishable from higher skill.

This approach appeals to me the most since, as already stated, DEX and INT are factored into the weapon skill.

This way, a character can specialize in a finesse attack style that focuses on precision attacks rather than brute strength, and still be highly effective in combat with comparable damage output.
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Old November 26th, 2007
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Quote:
Originally Posted by Nightshade View Post
I'd tend to approach this sort of thing the way RQ:AIG was going to: similar to RQ3 style martial arts, as a secondary skill that allows tradeoffs to get better results in terms of special attacks and the like. Otherwise, as others have said, I don't see it as distinguishable from higher skill.
Hmmm,

Timelords had a skill called wounded that had a similar effect. It was weapon skillspecific, difficult (meaning a lower stating percentage) and could do no more that double the weapon's normal damage. It could easily be adapted to BRP.

Something like:

Wounding (Select Specfic Weapon Skill).
Knowledge skill in RQ3, starting at 00%.
If successful roll an extra damage die for the weapon.
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Old November 26th, 2007
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Originally Posted by Atgxtg View Post
Hmmm,

Timelords had a skill called wounded that had a similar effect. It was weapon skillspecific, difficult (meaning a lower stating percentage) and could do no more that double the weapon's normal damage. It could easily be adapted to BRP.

Something like:

Wounding (Select Specfic Weapon Skill).
Knowledge skill in RQ3, starting at 00%.
If successful roll an extra damage die for the weapon.
That's pretty much what I was talking about.

The downside is, of course, is it doesn't _really_ trade for finesse, since it can be used by someone with a lot of strength too. But I'm not sure BRP is well suited for that sort of niche protection hardwired barriering.
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