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RoE Optional Damage Rules
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CRMcNeill
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PostPosted: Wed Nov 02, 2011 6:05 pm    Post subject: RoE Optional Damage Rules Reply with quote

Has anyone ever considered limiting factors on this? I just had a brain storm about limiting the use of the RoE optional damage rolls to weapons in which a character is specialized in. Or splitting the difference and allowing characters to use the 1/5 rule on normal skills, and the 1/1 rule on specializations. Thoughts?
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jmanski
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PostPosted: Wed Nov 02, 2011 6:34 pm    Post subject: Reply with quote

we have used the 1/5 for everything. I wouldn't use the 1/1 myself...
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CRMcNeill
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PostPosted: Wed Nov 02, 2011 6:36 pm    Post subject: Reply with quote

I agree that the 1/1 is too high, but perhaps an intermediate step, such 1/3, would be an appropriate bonus for a character who has specialized in, say, Blaster: Blaster Rifle or Blaster: Heavy Blaster Pistol...
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ZzaphodD
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PostPosted: Wed Nov 02, 2011 6:37 pm    Post subject: Re: RoE Optional Damage Rules Reply with quote

crmcneill wrote:
Has anyone ever considered limiting factors on this? I just had a brain storm about limiting the use of the RoE optional damage rolls to weapons in which a character is specialized in. Or splitting the difference and allowing characters to use the 1/5 rule on normal skills, and the 1/1 rule on specializations. Thoughts?


What?
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jmanski
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PostPosted: Wed Nov 02, 2011 6:39 pm    Post subject: Reply with quote

That doesn't give me too much heartburn. It does seem to be giving a second boost to specialized skills (since they are higher anyway).
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Bren
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PostPosted: Wed Nov 02, 2011 6:39 pm    Post subject: Reply with quote

The character who has specialized can already add 5 CPs to his attack and damage rolls with a specialty weapon whereas the main skill is limited to 2 CPs unless it is a defensive roll. Increasing the potential damage even further may give the attacker too much of an advantage. Though if you want to make things really, really deadly that will do it.
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CRMcNeill
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PostPosted: Wed Nov 02, 2011 6:41 pm    Post subject: Reply with quote

Ok, my thought is that you have the optional damage rule that, when used, applies equally to all weapons. My concept here is to apply the +1 damage for 5 points of success rule to normal skills (Melee Combat, Firearms, Blaster, etc.), but to steepen the curve somewhat when a character specializes in a weapon or specific class of weapons (such as Melee Combat; Vibro-Sword or Blaster: Heavy Blaster Pistol). Because the character in question has spent more time training with a specific subset of their basic skill, they get an increased bonus to damage (such as +1 damage for every 3 points of success, not 5).

Does that make more sense, ZzaphodD?
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CRMcNeill
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PostPosted: Wed Nov 02, 2011 6:45 pm    Post subject: Reply with quote

Bren wrote:
The character who has specialized can already add 5 CPs to his attack and damage rolls with a specialty weapon whereas the main skill is limited to 2 CPs unless it is a defensive roll. Increasing the potential damage even further may give the attacker too much of an advantage. Though if you want to make things really, really deadly that will do it.


If one wants to spend all their character's CPs on soaks and other roll enhancements, they will ultimately have none left for character advancement. It's not like WEG rules hand out CPs like Halloween candy in the first place, so I prefer to save CP use for critical moments. I already have been using the 1/5 rule, and it works well, so I'd be interested to see how a rule like this would reward and penalize a character who specializes.
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Bren
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PostPosted: Wed Nov 02, 2011 6:51 pm    Post subject: Reply with quote

As you outlined it there would be no penalty, only extra damage to go with the cheaper skill increase.
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ZzaphodD
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PostPosted: Wed Nov 02, 2011 8:01 pm    Post subject: Reply with quote

crmcneill wrote:
Ok, my thought is that you have the optional damage rule that, when used, applies equally to all weapons. My concept here is to apply the +1 damage for 5 points of success rule to normal skills (Melee Combat, Firearms, Blaster, etc.), but to steepen the curve somewhat when a character specializes in a weapon or specific class of weapons (such as Melee Combat; Vibro-Sword or Blaster: Heavy Blaster Pistol). Because the character in question has spent more time training with a specific subset of their basic skill, they get an increased bonus to damage (such as +1 damage for every 3 points of success, not 5).

Does that make more sense, ZzaphodD?


Yeah.

I add +1 damage for each 5 over the target number. We dont use specializatons in our games, but if I did it would use the same rules as non specialized skills. Specializations already gives you a higher skill rating, so Id find no reason to add a further bonus.
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PostPosted: Wed Nov 02, 2011 8:54 pm    Post subject: Reply with quote

In my upcoming game, I'm going to start with the +1/5 damage, if that's not enough of an increase for me, then I'll do +1/3 for all weapons. I don't really see much reason for differentiating between specializations and normal skills, as Bren and ZzaphodD pointed out already, a higher skill with cheaper advancement, along with the 5 character points that can be used for skill rolls already gives enough of an advantage.
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Leon The Lion
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PostPosted: Thu Nov 03, 2011 4:35 am    Post subject: Reply with quote

I have experimented with the RoE margin of success bonus damage in my current game. I have found the +1/5 rate to be too low, but +1/3 to be conversely too high. So now I'm using a +1/4 rate, which seems to work best for my taste.
And I agree with the others - I see no reason to increase the rate for specializations, they look good enough as is to me.
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CRMcNeill
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PostPosted: Thu Nov 03, 2011 11:37 am    Post subject: Reply with quote

Fair enough. It was a random thought anyways...
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garhkal
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PostPosted: Thu Nov 03, 2011 2:33 pm    Post subject: Reply with quote

crmcneill wrote:

If one wants to spend all their character's CPs on soaks and other roll enhancements, they will ultimately have none left for character advancement. It's not like WEG rules hand out CPs like Halloween candy in the first place, so I prefer to save CP use for critical moments. I already have been using the 1/5 rule, and it works well, so I'd be interested to see how a rule like this would reward and penalize a character who specializes.


Plus by the raw, spending CP on inc damage garners a DSP.

Quote:
I have experimented with the RoE margin of success bonus damage in my current game. I have found the +1/5 rate to be too low, but +1/3 to be conversely too high. So now I'm using a +1/4 rate, which seems to work best for my taste.
And I agree with the others - I see no reason to increase the rate for specializations, they look good enough as is to me.


How's about do it similar but reversed of how White wolf used to do.. Go by TYPE of attack. 1/3 for Brawl. 1/4 for melee, 1/5 for ranged (blaster/firearms)..
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Bren
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PostPosted: Thu Nov 03, 2011 3:46 pm    Post subject: Reply with quote

garhkal wrote:
Plus by the raw, spending CP on inc damage garners a DSP.
I use this as one more way to differentiate the Force Sensitive from the non-FS. Typically I only apply the DSP for increasing damage for Force Sensitive characters. My base assumption is most people do not have DSPs, but I think many people, when their life is on the line, would up their damage.

Quote:
How's about do it similar but reversed of how White wolf used to do.. Go by TYPE of attack. 1/3 for Brawl. 1/4 for melee, 1/5 for ranged (blaster/firearms)..
Why would you do that?
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