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BTW, MAthematically it lloks like you are using about 1/10th the skill as the average damage modifer. THat matched up pretty well with the old chart from Strombringer, so you could use: 1D2 1D4 1D6 1D8 1D10 1D10+1D2 (or 2D6) 1D10+1D4 (or 1D8+1D6) 1D10+1D6 (or 2D8) 1D10+1D8 2D10 etc. |
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Light Handgun, -2 steps Medium Handgun, -1 step Heavy Handgun, No change Very Light Rifle (22LR) -1 (or 2, it's pretty damned weak) Light Rifle, No Change Medium Rifle +1 Step Heavy Rifle +2 Steps I used weapon classes for simplicity's sake. You could assign a value per round, or weapon, etc. |
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Strangely, this idea matches well with a BRP variant I am working on.
I was thinking of setting the damage bonus by Damage Class (DC) set atv (STR+SIZ)/5, and then adjusted by weapon. The damade die being about twice the DC, so a DC 5 attack does 1D10 and so on. Weapons would give a shift up or down. While my variant was using special and critical success to kick up the damage, there is nothing to prevent this for working with Rurik's idea. Basically for each 20% of skill or so could be worth a damage die shift. IF we wanted more room to bounce up the damage dice, we could even go with HP=STR+SIZ instead of the average, allowing us to double most of the damages. So if we wanted a broasdword that did 1D8+1 in RQ3, and we wanted to incoprate skill (with double normal HP), we could use: [STR(10)+SIZ(13)]/5 =DC 5 (1D10) Broadsword +0 50% Skill =+3 DC =DC 8 for 1D10+1D6 or 2D8 Just an idea.... |
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I was looking at HARNMASTER last night and had another idea how to haandle damage.
What if you compared the levels of success and did the following: Sucess vs. Success= Normal RQ damage For each level of success the attack is above the parry roll another damage die. If the defense exceeds the attack then the attack was parried, for no damage. If the defense is 2 levels above the attack the defender can riposte. That's the basic idea. I did up a little maxtrix with that and a few things like damaged attacker's weapon when parriny a miss, and increasing the damage as the defender's parry gets bewtter, fumbles, etc. Anyone interested? |
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In RM, the better your attack roll, the better the result. No roll of 65 on a 66% attack then roll max damage, nor is there a "Woo! I special impale! Double damage of... <roll> 1. Crap." Chivalry & Sorcery has an interesting method involving a flat base damage for each weapon, then you modify that with defense and attack rolls. Thus, with no defense, a broadsword will always do at least 6 damage, a knife will always do at least 4, etc. Your strength and weapon quality and roll and stuff can increase it, certain armors can reduce it, but a lot of the randomness is gone.
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Sorloc,
I've got Rolemaster and C&S. While RM is interesting, I usually preferred the MERP version of the rules with simplified damage charts. There are actually quite a few RPGs that use the mnargin of success in determining the damage. One of my favorites, was the method used in the Usagi Yojimbo RPG (Sanguine version). In that game combatants roll multiple dice (a die for stat, plus one or more dice for skill, and maybe some bonus dice). and compare results. High roll wins, but each additional die that beat the opponent's best die results in a critical. hHe winner can then pick critical effects, such as slash, stab, crush, disarm, impale, etc. that are determined mostly by weapon being used. I am working on adapting this idea to RQ/BRP, with characters picking their critical from a list available to the weapon. For instance a sword could get slash and/or stab criticals. Mastery with a weapon will open up another possible critical or two. |
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