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 Post subject: Variant Damage System
PostPosted: Tue Apr 29, 2008 4:18 pm 
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Joined: Fri Apr 11, 2008 2:14 am
Posts: 24
Is anyone using the Variant Damage System from the companion? I'm curious how it plays out in practice. I'm worried about the additional math and table look-ups, but I do like the overall intent and results which the system seems to generate.


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 Post subject: Re: Variant Damage System
PostPosted: Tue Apr 29, 2008 6:08 pm 
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Joined: Fri Apr 11, 2008 2:14 am
Posts: 24
As an example of the system in practice, let's look at Joe and Frank.

Joe has a war hammer (ST+1, +1 vs armor) and is rolling 10 dice for an attack. He has STR=4 and TOUGH=4. (a typical grunt soldier in my campaign). He gets a lucky 8 successes on his roll.

Frank is wearing plate armor (AV 6) and is rolling only 6 dice for a defense. He has STR=5 and TOUGH=5. He gets 3 successes on his defense roll.

In the "old" system, the hit would play out like this:

4 (Joe's STR)
+ 3 (Weapon DR and bonus)
+ 5 (Joe's MOS)
- 6 (Frank's plate armor)
- 5 (Frank's Toughness)
= 1
So, a wound level of 1 scored on old Frank

In the variant system:

5 (Joe's MOS)
+ 3 (Weapon DR and Bonus)
X3 (Weapon Damage Factor)
= 24
+ 4 (Joe's STR)
- 5 (Frank's Toughness)
- 18 (Frank's Armor)
= 1
Using the look-up table, this is a level 1 wound.

So, there's a bit more math here for the same result. But, let's get Frank out of that hot, heavy armor. We're sure he'd be more comfortable fighting in maybe Leather armor instead.

Old system....

4 (Joe's STR)
+ 3 (Weapon DR and bonus)
+ 5 (Joe's MOS)
- 2 (Frank's leather armor)
- 5 (Frank's Toughness)
= 5
So, a wound level of 5 scored on poor Frank

In the variant system:

5 (Joe's MOS)
+ 3 (Weapon DR and Bonus)
X3 (Weapon Damage Factor)
= 24
+ 4 (Joe's STR)
- 5 (Frank's Toughness)
- 6 (Frank's Armor)
= 18
Using the look-up table, this is well beyond the min of 13 for a level 5 wound

So, again, the same basic result. A bit more math and higher numbers, which increases mental handling time.

Now, so far, both of these characters have utilized fairly low STR/Tough numbers. But, let's ramp up Frank's Toughness and see what happens. Let's give him a Toughness of 7.

Old system....

4 (Joe's STR)
+ 3 (Weapon DR and bonus)
+ 5 (Joe's MOS)
- 2 (Frank's leather armor)
- 7 (Frank's Toughness)
= 3
So, a wound level of 3 scored on Frank

Variant system...

5 (Joe's MOS)
+ 3 (Weapon DR and Bonus)
X3 (Weapon Damage Factor)
= 24
+ 4 (Joe's STR)
- 7 (Frank's Toughness)
- 6 (Frank's Armor)
= 15
Using the look-up table, this is still beyond the min of 13 for a level 5 wound

So, finally, we're seeing the impact of the new system. In the old system, Frank's toughness managed to take a potentially fatal wound down to a Level 3 (enough that's he's still probably out of the fight very soon). In the variant system, he's still dead, beacuse his toughness just didn't come into play to the same degree.

My question ... can the same result be achieved with less math and smaller numbers simply by nerfing the max typical STR and toughness? In my campaign, common folks are STR/Tough 3, weak folks are 2, regular soldier rabble is 4, exceptional soliders are 5, and 6 is pretty close to maxing out. Admittedly, this is a clunky approach but seems to achieve about the same result.


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 Post subject: Re: Variant Damage System
PostPosted: Wed Apr 30, 2008 8:16 am 
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Joined: Fri Jan 18, 2008 10:43 pm
Posts: 2112
Location: Melbourne, Australia
BiggerBoat wrote:
My question ... can the same result be achieved with less math and smaller numbers simply by nerfing the max typical STR and toughness? In my campaign, common folks are STR/Tough 3, weak folks are 2, regular soldier rabble is 4, exceptional soliders are 5, and 6 is pretty close to maxing out. Admittedly, this is a clunky approach but seems to achieve about the same result.


What do your players spend their SA points on, if not attribute raises?

Regards,

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