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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Sep 05, 2017 4:46 pm Post subject: |
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My preferred method is the 1/3 approach: +1 to Damage for every 3 points the dice roll is over the To Hit Difficulty. Combine that with Force Points and Wild Dice and it does a decent job of rewarding both good and lucky shots. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Tue Sep 05, 2017 5:19 pm Post subject: |
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CRMcNeill wrote: | My preferred method is the 1/3 approach: +1 to Damage for every 3 points the dice roll is over the To Hit Difficulty. Combine that with Force Points and Wild Dice and it does a decent job of rewarding both good and lucky shots. | It works, but doesn't address what sort of damage to give called shots nor is there any downside for the shooter. Which is why I use two methods.
With the dice allocation the character/player must choose whether to try for a headshot (for example) that will do more damage, but which has more chance to miss than if they just aim for the body and hope to get lucky when they hit. |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Tue Sep 05, 2017 5:38 pm Post subject: |
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For character scale combat, I do a combination of the 1/3 method that CRM has suggested, and I used the called shot/hit location table from REUP. It's added the deadliness to the game that was missing.
I had a character last session who quick-drew his blaster pistol and did a triple headshot to 3 CompForce troopers who were at point blank range. Headshots give a flat +12 to the damage roll, making them quite deadly on their own. If you add in the +1/3 damage/to hit, it makes for very deadly combat. _________________ RR
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3190
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Posted: Tue Sep 05, 2017 5:52 pm Post subject: |
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What difficulty do you use for the head shot? |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Tue Sep 05, 2017 5:57 pm Post subject: |
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Range difficulty +7 at a -1D penalty on top of MAPs. So effectively +10 difficulty. _________________ RR
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Sep 05, 2017 10:57 pm Post subject: |
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I prefer to use a single rule wherever possible, so I folded the Called Shots into my scale system. A general body part (arm, head, leg, etc.) is one Scale step below character, so it is -2D to Hit, but also +2D to Damage. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Tue Sep 05, 2017 11:02 pm Post subject: |
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CRMcNeill wrote: | I prefer to use a single rule wherever possible, so I folded the Called Shots into my scale system. A general body part (arm, head, leg, etc.) is one Scale step below character, so it is -2D to Hit, but also +2D to Damage. | OK. I didn't remember that. And sadly, I'm likely to forget again. Just remembering my house rules is enough of a chore for my aging brain.
Allowing +1/3 damage for exceeding the target number and allowing +2D damage for a +2D increase in difficulty to hit is too much extra damage for my comfort level. I don't want Jango Fett destroying AT-ATs or Repulsor tanks with his blaster pistol. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Sep 05, 2017 11:06 pm Post subject: |
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Bren wrote: | CRMcNeill wrote: | I prefer to use a single rule wherever possible, so I folded the Called Shots into my scale system. A general body part (arm, head, leg, etc.) is one Scale step below character, so it is -2D to Hit, but also +2D to Damage. | OK. I didn't remember that. And sadly, I'm likely to forget again. Just remembering my house rules is enough of a chore for my aging brain. |
I hadn't added it to the main post yet, but I posted it here.
I tend to lose track myself. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Sep 05, 2017 11:10 pm Post subject: |
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Bren wrote: | Allowing +1/3 damage for exceeding the target number and allowing +2D damage for a +2D increase in difficulty to hit is too much extra damage for my comfort level. I don't want Jango Fett destroying AT-ATs or Repulsor tanks with his blaster pistol. |
I'm less concerned about that under my scale system since AT-ATs and Repulsortanks are +8D over Character-Scale. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14228 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Sep 06, 2017 1:57 am Post subject: |
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Bren wrote: | CRMcNeill wrote: | My preferred method is the 1/3 approach: +1 to Damage for every 3 points the dice roll is over the To Hit Difficulty. Combine that with Force Points and Wild Dice and it does a decent job of rewarding both good and lucky shots. | It works, but doesn't address what sort of damage to give called shots nor is there any downside for the shooter. Which is why I use two methods.
With the dice allocation the character/player must choose whether to try for a headshot (for example) that will do more damage, but which has more chance to miss than if they just aim for the body and hope to get lucky when they hit. |
One option is to kind of take a page out of White wolf's old system.. Every 1 point over on the firearms/archery shot you scored over, on the to hit, added one to damage.. every 3 over added one for melee, and 5 over for brawl..
Though admittedly with their system the likelyhood of getting 5+ extra points of damage this way was very unlikely.. So make it to where you can't gain more "bonus points" than the # of Dice of the attack.. So a heavy pistol (or standard rifle) which does 5d would get 5d+5 at most..
Raven Redstar wrote: |
I had a character last session who quick-drew his blaster pistol and did a triple headshot to 3 CompForce troopers who were at point blank range. Headshots give a flat +12 to the damage roll, making them quite deadly on their own. If you add in the +1/3 damage/to hit, it makes for very deadly combat. |
Did he get off all 3 shots before the troopers got of any? _________________ Confucious sayeth, don't wash cat while drunk! |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Wed Sep 06, 2017 2:43 am Post subject: |
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Quote: | Did he get off all 3 shots before the troopers got of any? |
No, he lost initiative. They moved and fired before he got to go. _________________ RR
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Sep 16, 2017 6:16 pm Post subject: |
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Something I've been considering about combining fire...
Historically, massed attacks couldn't be combined for damage, although multiple hits could drive the total damage up. Whether for artillery barrages, air strikes, or massed infantry fire, the best result achieved was getting enough hits in that something vital took damage.
So what I'm thinking is no longer allowing a Combined Fire bonus to be applied to Damage rolls, only to To Hit rolls. However, this ties in with the 3/1 damage option from RoE, so that for every 3 points by which the shooter beats the To Hit Difficulty, damage goes up +1. This would also apply to my Auto-Fire rules, but would not count toward fire-linked weaponry.
Thoughts? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14228 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Sep 17, 2017 3:38 pm Post subject: |
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But isn't that still in essence 'allowing combined fire to add to damage', just in a round about way? _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16326 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Sep 17, 2017 4:02 pm Post subject: |
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garhkal wrote: | But isn't that still in essence 'allowing combined fire to add to damage', just in a round about way? |
If by which you mean "still allowed, but reduced in effectiveness by 2/3," then yes. In the case of both this and the inverted rule I came up with for artillery blast radii, accuracy is key in increasing damage. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Sun Sep 17, 2017 11:19 pm Post subject: |
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CRMcNeill wrote: | garhkal wrote: | But isn't that still in essence 'allowing combined fire to add to damage', just in a round about way? |
If by which you mean "still allowed, but reduced in effectiveness by 2/3," then yes. | It's a bit more complicated. If you have to split dice between accuracy and damage you may increase damage but miss on accuracy. If you only have to boost accuracy and that automatically gives you a bonus of 1/3 to damage...well there is no downside. Which is why I dislike this method. |
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