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