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I have used that in games with high, inflating hit points successfully. But we were never quite clear on whether a d8 is actually better than a d6 (for instance). Is better die average over the long run or better chance of rolling max on the first roll going to be generating more damage? A question that always gets asked at a Savage Worlds game, for sure. What do you think?
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Here is how a single die looks: d4 = 0.25 = 25% d6 = 0.16667 = 16.66% d8 = 0.125 = 12.5% d10 = 0.1 = 10% d12 = 0.08333 = 8.33% d20 = 0.05 = 5% So on a d6, you have a 16.66% chance to roll a '6' and a 83.33% chance not to hit a 6. So each number on a d6 has a 16.66% chance to come up. So on a d8, you have a 12.5% to roll a '8' and a 87.5% chance not to hit a 8. So each number on a d8 has a 12.5% chance to come up. This changes of course when you roll two dice together (i.e. 2d6). Then you have a greater or lesser chance to roll a specific number within that range. 2d6 2 - 2.78% 3 - 5.56% 4 - 8.33% 5 - 11.11% 6 - 13.89% 7 - 16.67% 8 - 13.89% 9 - 11.11% 10 - 8.33% 11 - 5.56% 12 - 2.78% So hitting a 7 has the greatest chance at 16.67% while hitting a 2 or 12 has the least chance at 2.78%. Here is a link to a cool dice probability calculator you can play with: http://www.anwu.org/games/dice_calc.html Here is another probability links you might find useful: http://www.edcollins.com/backgammon/diceprob.htm |
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Yes, I understand the percentages, but which die do you think will yield the highest damage in the long run? A d12 has the highest immediate results and the d4 explodes more often, so would you take a d6 shortsword or a d10 bastard sword?
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In my gaming experiences thus far using the open-ended damage for ballistic weapons and falling damage, I would have to say the d6 yields the greatest damage. Even though a d4 looks like it would because of the chance, it has appeared to me that the d6 is the most solid for re-rolls.
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Using the BRP system of CoC (modified) for other settings is not a big deal for me. I do it the whole time. Its simple. Everyone in our group knows the rules (at least they pretend ). We love the intuition behind rolling everything with d100, the grittyness of the system, and we all dont like traditional level based systems or dice pools at all. So BRP serves our needs perfectly. Quote:
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Enpeze wrote:
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Here is a link to a paper that expresses the views of Martin Fackler who works in the Wound Ballistics Lab of the US Army. It is about what he thinks is wrong with the literature on the subject in 1987. http://teapot.usask.ca/cdn-firearms/Fackler/wrong.html Here are excerpts from Dr. Vincent di Maio's book "Gunshot Wounds" that expresses other views on what happens. http://karws.gso.uri.edu/JFK/scienti...igh-speed.html Here is a critique of objections to the pressure wave data. http://arxiv.org/ftp/physics/papers/0701/0701268.pdf It is agreed that there are reports, pro and con, for just about any cartridge. The problem is the huge variability in conditions under which shootings takes place. Out of the long debates on such things there have come some very rough rules of thumb.
As an "easy" house rule it may be possible to assign different special/crit percentages to various firearms. This could even be broken out as a 'smorgasbord' table where players pick the gun, the load, and the bullet type to suit their (percieved) needs. Each element would be rated for effectiveness and each would be additive with the others to arrive at a % chance for at least 'special' damage. This damage need not be extra points of damage but could instead be used to force a resistance roll on the target to remain concious etc. Regular damage i.e. 1d6+1 etc would then represent having to pick at the target and hope that you can reduce him to 2 HP (is that what it is in BRPCore now?) before he kills you. Further, my initial concern was that retaining firearms damage ratings that are not based on RW parameters makes it harder to do some things like create technological design sequences for BRP. I am in favor of adjusting damage of firearms so that it scales in a predictable manner and is tied to real world data. Once that baseline is set then working out the wounding mechanics to fit various levels of play (gritty, heroic, cinematic etc) should be fairly easy. I am confident that it can result in more realistic results with little to no sacrifice in playability.
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Last edited by Joseph Paul; October 25th, 2007 at 15:30. |
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The question becomes which real world data do you use? It seems people can never agree on that.
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