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Yet another home rolled damage system
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bobenhotep
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Joined: 16 Dec 2009
Posts: 333
Location: New Mexico

PostPosted: Fri Jan 22, 2016 2:17 am    Post subject: Yet another home rolled damage system Reply with quote

I posted this earlier as a reply to a post. I thought some might like to see it as a separate item by itself. Feel free to take or leave whatever you like for your game.
The house rules section is somewhat like a buffet. You can get whatever you want and can leave the rest up there for someone else. Enjoy.

I have been using a fixed difficulty system where a character will have 3 different resistance ratings to damage based on their strength.
The ratings are

BBS (blunt, blast, stun) this rating is used for blunt attacks, explosions that have negligible shrapnel, and stun attacks. The character gets
their full pip rating plus 3.5 points per die, rounded up. So, a character that has a 3d strength would have an 11 for their BBS rating.

CP (cut, puncture) this rating is used for knives, swords, bullets, and explosions that have shrapnel damage, like hand grenades. The
character gets 3 points per die, and full pip value. The same 3d strength character would have a CP rating of 9

EN (energy) this rating is for energy weapons. The character gets 2.5 points per die of strength, and -1 to any pip value.
Our 3d strength friend above would have an EN rating of 6.

Droids, cover, armor, and vehicles resist all damage as BBS.

Characters who use character points to soak damage roll the cp dice and add them to the resist number normally.

Also, there is no wild die when rolling damage. However, if a character rolls a 1 on their attack roll and still manages to hit, they have a -1d penalty to their damage.

If a 6 is rolled on an attack, and it is able to hit without re-rolling and adding, the attack gets +1d to damage.

I also have a hit location table that is different than any I have seen before. it tends to funnel attacks toward center of mass.

Roll 2d6
2-head
3-lower left leg
4-upper left leg
5-left arm
6-8- torso
9-right arm
10-upper right leg
11-lower right leg
12-equipment hit (usually what the character is holding, but not always)

You could easily group the leg locations under just leg, or if you want break up torso into chest, abdomen, pelvic area etc. Most attacks (16 out of 36 rolls) will hit torso.
Each arm has a 1 in 9 chance of being hit. Each leg has a 5 in 36 chance of being hit, with upper being more likely, and the head and equipment hit only have a 1 in 36 chance apiece.

Shots fired around cover hit the nearest exposed limb if the rolled limb is behind cover.

The standard SWIM (stun, wound, incapacitated, mortally wounded) diagram is the same as normal. There is a dramatic effect damage box not listed that I call "splat" which is 20+ over damage difficulty.
Think "Greedo being turned into a smoldering pile of crap."

This has worked well so far for the games I have run recently. Damage is described in cinematic terms first, then the damage boxes are filled in and stuff continues. I might tweak it a bit, we will see.
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garhkal
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Joined: 17 Jul 2005
Posts: 14171
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Fri Jan 22, 2016 3:42 am    Post subject: Reply with quote

For 'hit locations' i rather like battletech's way.
2d6 roll
2 - Central torso
3-4 right arm
5 - right leg
6 - right torso
7 - center torso
8 - left torso
9 - left leg
10 and 11 - left arm
12 - head.

So to switch that to SW.
2, 6, 7 and 8 are torso
3-4 right arm
10-11 left arm
5 right leg and 9 left leg with head still being 12..
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JironGhrad
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Joined: 20 Jan 2016
Posts: 152

PostPosted: Fri Jan 22, 2016 3:04 pm    Post subject: Reply with quote

I have a hit location die (d12) that we use (when relevant). Not sure what system it might have been intended for, if any. I got it at a hobby store close to 15 years ago, but it has 4x torso hits, 2x (each) left/right leg, 1x (each) left/ right arm, head, and target. We use target to allow for a specific pick on any part (eye, weapon/hand held item, that grenade hanging from the web gear).
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Dredwulf60
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Joined: 07 Jan 2016
Posts: 911

PostPosted: Sun Jan 24, 2016 12:59 pm    Post subject: Re: Yet another home rolled damage system Reply with quote

bobenhotep wrote:


I have been using a fixed difficulty system where a character will have 3 different resistance ratings to damage based on their strength.


How do you find that this system works out for you?

I can see the attraction in efficiency, but I would think it would make a player character feel a bit more helpless...in the fact that they don't get the (dubious) comfort of rolling anything as an action to counter the damage.

I have always found that rolling something...anything... gives a player a feeling of agency, all the way back to D&D saving throws. "Well...you're gonna die...but if you can roll a 20 on this die...you have a chance to live."

In this case, they have to trust this fixed number to protect them against an enemy's roll.

I doubt my players would go for it.

But I like the damage locator.
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bobenhotep
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Joined: 16 Dec 2009
Posts: 333
Location: New Mexico

PostPosted: Sun Jan 24, 2016 4:30 pm    Post subject: Reply with quote

It mostly cuts down on opposed rolls and makes damage more like what you would expect if you were watching a movie or tv show.

My players have never played a game with opposed rolls to determine damage, so they don't mind.

Use the heck out of the hit locator. One of the great things about this game is the ability to add, remove, and substitute rules.
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