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Random Damage Bonus versus Static Damage Bonus

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  #51 (permalink)  
Old May 10th, 2008
Al. Al. is offline
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Quote:
Originally Posted by RosenMcStern View Post
No version of d100 has ever had a 4-point granularity in the table. RQ3 and DBRP are "+1d6 per 16 points" (+3.5 per 16 points), while RQ4 and MRQ are "+1 or +1d2 per five points". Your table is a nice synthesis of RQ4 and MRQ, but the curve is definitely too steep. I have had player characters in my game with STR+SIZ normally enhanced to 66, and the bonuses you suggest are too high (4d6!).
By Jove you're right

I made the second table by splitting the blocks in the first (official) in half (so eight point granularity halved to 4) but you are certainly correct that it steepens for big numbers.

'My' table what I uses has +d2 for +5 Str+Siz or +d6 for +15 (as previously) posted and works well for me, the most recent was more of an off the cuff response to our chum reminding us of what the official chart is.

I am sure that someone who cared could massage the numbers.



Al
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Old May 12th, 2008
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Quote:
Originally Posted by Al. View Post
By Jove you're right

I made the second table by splitting the blocks in the first (official) in half (so eight point granularity halved to 4) but you are certainly correct that it steepens for big numbers.

'My' table what I uses has +d2 for +5 Str+Siz or +d6 for +15 (as previously) posted and works well for me, the most recent was more of an off the cuff response to our chum reminding us of what the official chart is.

I am sure that someone who cared could massage the numbers.



Al
I'm not sure why the chart has to follow the same progression forever. Having one progression at the bottom for differentiating PCs, then having it increase in spread as it goes up, seems to make more sense to me.
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Old May 12th, 2008
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Originally Posted by Tywyll View Post
I'm not sure why the chart has to follow the same progression forever. Having one progression at the bottom for differentiating PCs, then having it increase in spread as it goes up, seems to make more sense to me.
This is approximately what BRP does, except that the "more granular" increase at the low end of the scale fails because the (in)famous D2 is not included. A table with D2/D4/D6/2D6/3D6 etc. would be fine to me, but again, D2 is not very popular. Which is a shame, since it is the cheapest die (one cent ).
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Old May 12th, 2008
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Note that the SPQR mentionned above use static damage bonus as an option.

Another way to change the system would be to use the same method than in GURPS or Pendragon : Have a base random damage function of (STR+SIZ) and add or substract a value depending on the weapon.
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Old May 12th, 2008
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As an option: if you like it, use it flat. If you do not, use the dice.

ALL systems (including D&D) use the same system: damage is weapon + personal. The difference is just:


SYSTEM--|D&D/RQ4|GURPS/Pend|BRP/MRQ
Weapon--|-Random|--Fixed---|Random
Personal|-Fixed-|--Random--|Random


All combinations were attempted except the Fixed/Fixed that would be incredibly boring. Frankly, I think fixed damage for weapons is not realistic (there are many ways you can deal an effective blow with a weapon, and a die roll is a good way to represent them), so it all boils down to whether your STR provides a fixed amount of damage or a rolled amount.
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  #56 (permalink)  
Old May 12th, 2008
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Quote:
Originally Posted by RosenMcStern View Post
As an option: if you like it, use it flat. If you do not, use the dice.

ALL systems (including D&D) use the same system: damage is weapon + personal. The difference is just:


SYSTEM--|D&D/RQ4|GURPS/Pend|BRP/MRQ
Weapon--|-Random|--Fixed---|Random
Personal|-Fixed-|--Random--|Random


All combinations were attempted except the Fixed/Fixed that would be incredibly boring. Frankly, I think fixed damage for weapons is not realistic (there are many ways you can deal an effective blow with a weapon, and a die roll is a good way to represent them), so it all boils down to whether your STR provides a fixed amount of damage or a rolled amount.
Tri-Stat used Fixed/Fixed. There was an optional rule for rolling on a table
to multiply the fixed damage by a percentage modifier to give more varied results.

You could to the same to BRP with Fixed/Fixed damage multiplied by a D10 roll for 10% to 100%.
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Old May 14th, 2008
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Quote:
Originally Posted by Al. View Post
1. Firearms Damage esp. 2d6+4 for Lee Enfields

Pistol
Damage = 1d (metric calibre rounded up)
AP=0

Examples
.22 Pistol 1d6 damage no AP
.38 Pistol 1d10 damage no AP
Al
AP, is that armor points or armor piercing?
Metric calibre rounded up, can you explain how that a bit more?

SGL.
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Old May 14th, 2008
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double post

Last edited by Al. : May 14th, 2008 at 22:30.
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Old May 14th, 2008
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Quote:
Originally Posted by Trifletraxor View Post
AP, is that armor points or armor piercing?
Armour-piercing. The round ignores that many points of the targets armour. No matter how high the AP value Armour cannot be reduced below zero.

i.e. Lt Bill Shut fires his M16 at a an eldritch horror with 6 armour points. The 5 points of armour-piercing reduce this to 1 point. If the horror had only 3 armour points then this would be reduced to zero the 2 extra points are lost


Quote:
Originally Posted by Trifletraxor View Post
Metric calibre rounded up, can you explain how that a bit more?
The maximum damage a pistol inflicts is a die with as many sides as the pistol round's calibre rounded up to the nearest die size.

i.e. a 9mm pistol round does 1d10 damage.
a 5.56mm pistol round does 1d6 damage.




Al
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Old May 15th, 2008
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Thanks! Interesting idea.

SGL.
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