View previous topic :: View next topic |
Author |
Message |
Gabriel81 Cadet
Joined: 01 Apr 2006 Posts: 11 Location: sweden
|
Posted: Thu Jan 17, 2008 8:35 am Post subject: Rolling damage |
|
|
I think that its a bit much to roll first for damage and then roll the characters strength dice and compare the results. I am thinking of simple giving 3 or 4 for every dice and +1 +2 for pips.
Like this.
A character has strength 3D+2 he gets 11 in damage comparison code. So when he gets injured I simply roll the damage code and compare to his score of eleven..
How bout that? Is there any other alternative damage system that not involves so many rolls as the original? _________________ //Woopii |
|
Back to top |
|
|
vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
|
Posted: Thu Jan 17, 2008 8:40 am Post subject: Re: Rolling damage |
|
|
Gabriel81 wrote: | I think that its a bit much to roll first for damage and then roll the characters strength dice and compare the results. I am thinking of simple giving 3 or 4 for every dice and +1 +2 for pips.
Like this.
A character has strength 3D+2 he gets 11 in damage comparison code. So when he gets injured I simply roll the damage code and compare to his score of eleven..
How bout that? Is there any other alternative damage system that not involves so many rolls as the original? |
Well, to start the average dice roll is a 3.5, so I would use that. now how you round it is up to you (up or down doesnt matter)
Personally, I like that you roll each time, But you can streamline the game play a bit. Have characters roll up 30 str rolls (for resisiting damage) and write them down. then when the game starts, they dont have to roll to resist damage, you just keep moving down the chart using rolls as you need them. _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
|
Back to top |
|
|
Matthias777 Commodore
Joined: 08 Aug 2007 Posts: 1835 Location: North Carolina, USA
|
Posted: Thu Jan 17, 2008 9:53 am Post subject: |
|
|
I wouldn't let the players make rolls for a chart, as it could easily spoil some of the fun (knowing that your next Strength roll is either very good or very bad, for instance). It just seems more fun (to me) to see how the dice roll right when it happens. Adds to the experience and all that. But to each his or her own. _________________ Arek | Kage |
|
Back to top |
|
|
vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
|
Posted: Thu Jan 17, 2008 9:55 am Post subject: |
|
|
Matthias777 wrote: | I wouldn't let the players make rolls for a chart, as it could easily spoil some of the fun (knowing that your next Strength roll is either very good or very bad, for instance). It just seems more fun (to me) to see how the dice roll right when it happens. Adds to the experience and all that. But to each his or her own. |
Oh, you dont let them keep it, you keep the chart. you could even roll it yourself (or use a random number generator to make it) _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
|
Back to top |
|
|
ifurin Lieutenant Commander
Joined: 20 May 2007 Posts: 208
|
Posted: Thu Jan 17, 2008 9:57 am Post subject: |
|
|
when i run games i usually pre-roll damage rolls then let the players roll to resist every time. most of my players, me included, enjoy that feeling of anticipation just after the roll to see if the character survived. also if you standardize the resistance roll wouldn't it just get easier to kill off characters? |
|
Back to top |
|
|
Revenant Sub-Lieutenant
Joined: 27 Dec 2007 Posts: 73 Location: Tennessee
|
Posted: Thu Jan 17, 2008 11:01 am Post subject: Re: Rolling damage |
|
|
Gabriel81 wrote: | I think that its a bit much to roll first for damage and then roll the characters strength dice and compare the results. I am thinking of simple giving 3 or 4 for every dice and +1 +2 for pips.
How bout that? Is there any other alternative damage system that not involves so many rolls as the original? |
While not a good idea for PCs or villians this is actually the technique I use for most no-name thugs. Ever odd die is a 3 every even die is a 4, but I always roll the wild die. So a wookie with a strength of 5D would I just eyeball it at 3+4+3+4+(wild die), or a 14 +/- whatever the wild die gives or takes away, on damage resistance tests.
Most times I roll it, just for the sake of randomness, but eyeballing it speeds the game up. _________________ "Told you, we did. Warned you, we tried. Now screwed, we all are... way to go Kenobi." - Jedi Master Yoda
"The boy is plain dagnasty evil!" - Obi-Wan Kenobi |
|
Back to top |
|
|
vong Jedi
Joined: 30 Aug 2006 Posts: 6699 Location: Ottawa, Canada
|
Posted: Thu Jan 17, 2008 11:05 am Post subject: Re: Rolling damage |
|
|
Revenant wrote: | Gabriel81 wrote: | I think that its a bit much to roll first for damage and then roll the characters strength dice and compare the results. I am thinking of simple giving 3 or 4 for every dice and +1 +2 for pips.
How bout that? Is there any other alternative damage system that not involves so many rolls as the original? |
While not a good idea for PCs or villians this is actually the technique I use for most no-name thugs. Ever odd die is a 3 every even die is a 4, but I always roll the wild die. So a wookie with a strength of 5D would I just eyeball it at 3+4+3+4+(wild die), or a 14 +/- whatever the wild die gives or takes away, on damage resistance tests.
Most times I roll it, just for the sake of randomness, but eyeballing it speeds the game up. |
Yes i do that quite a bit for villans. Just estimate what the dice are and move on _________________ The Vong have Arrived
PM me if you want user created content uploaded to my site: http://databank.yvong.com/index.php |
|
Back to top |
|
|
Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
|
Posted: Thu Jan 17, 2008 1:03 pm Post subject: |
|
|
You could always just roll about 12 different strength tests (11 actually) and then have the players roll 2 dice every time and the add the result together. The number (between 2 and 12) is the number of the strength test they use that way there is some randomness but it's quick randomness. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Thu Jan 17, 2008 1:39 pm Post subject: |
|
|
ifurin wrote: | when i run games i usually pre-roll damage rolls then let the players roll to resist every time. most of my players, me included, enjoy that feeling of anticipation just after the roll to see if the character survived. also if you standardize the resistance roll wouldn't it just get easier to kill off characters? |
Very true, especially whe you take into account many of the times the best stories of survival came out, where when they made the soak against massive damage incomming. With this 'standardization, even a wookie only needs 36 on damage against him to kill him.. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
Matthias777 Commodore
Joined: 08 Aug 2007 Posts: 1835 Location: North Carolina, USA
|
Posted: Thu Jan 17, 2008 2:03 pm Post subject: |
|
|
vong wrote: | Oh, you dont let them keep it, you keep the chart. you could even roll it yourself (or use a random number generator to make it) |
Okay, yeah. That's pretty much what I was getting at. I'm pretty sure one of the many dice-roller programs I've seen allows you to roll a ton of different dice at once for just such a purpose, and provides formatted output for printing purposes. Can't remember which dice roller it was or where I saw it, though. _________________ Arek | Kage |
|
Back to top |
|
|
|