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<blockquote data-quote="cogitoergosoup" data-source="post: 4731457" data-attributes="member: 83090"><p>I wanted to link weapon skill with weapon damage, making a somewhat grittier game that doesn't take much longer to work out than the normal system. My group came up with 2 possibilities.</p><p></p><p></p><ul> <li data-xf-list-type="ul">For damage I've downgraded die type while upgrading dice count, to bell curve out damage. 2d12 becomes 3d8, 2d10 becomes 3d6, 3d6 becomes 4d4, 1d8 becomes 2d4, etc. Below 2d4 I don't think it's worth the math. With some oddball damage dice I increased the dice roll, i.e. 1d10 becomes 2d6, but most of the time some damage is lost.</li> </ul><p></p><p>Upper damage ranges are sometimes lost, but I feel the curve is worth it. It's worth noting that the original designer intent of making some weapons damage more reliably than others is somewhat preserved.</p><p></p><p></p><ul> <li data-xf-list-type="ul">Furthermore, for every multiple (rounded down) of that die damage type the attacker rolls over defense (AC), he gets 1 more die of damage. "Critical hits" no longer exist in this system.</li> </ul><p>Example 1: A combatant fires a 4d4 damage shotgun at a target with a total defense of 18. With modifiers his attack roll is a 24. The damage roll becomes 5d4.</p><p></p><p>This system does make smaller weapons more lethal, but I'm okay with that. A knife in the right hand ought to be worth more than 1d4+str mod. Luck still plays a roll, but the experienced professional is now much less likely to have an attack roll of 23 on a peasant but a damage roll of 4. He'll have a harder time wiping out more experienced/dextrous opponents with higher defense--which makes sense.</p><p>This system assumes that armor gives damage reduction, but does not improve defense.</p><p></p><p></p><ul> <li data-xf-list-type="ul">Alternately: Keep the damage dice change, but make a flat multiple over defense equal to extra damage dealt. Perhaps every +4 attack over defense, rounded down, adds a die of damage.</li> </ul><p>Example 2: Suppose a combatant fires a .3d8 damage sniper rifle at a target with defense 10. His attack roll totals 19 with modifiers, so the damage roll is 5d8. </p><p></p><p>This version is easier, but less dynamic than the first.</p><p></p><p>Whaddaya think?</p></blockquote><p></p>
[QUOTE="cogitoergosoup, post: 4731457, member: 83090"] I wanted to link weapon skill with weapon damage, making a somewhat grittier game that doesn't take much longer to work out than the normal system. My group came up with 2 possibilities. [LIST] [*]For damage I've downgraded die type while upgrading dice count, to bell curve out damage. 2d12 becomes 3d8, 2d10 becomes 3d6, 3d6 becomes 4d4, 1d8 becomes 2d4, etc. Below 2d4 I don't think it's worth the math. With some oddball damage dice I increased the dice roll, i.e. 1d10 becomes 2d6, but most of the time some damage is lost. [/LIST] Upper damage ranges are sometimes lost, but I feel the curve is worth it. It's worth noting that the original designer intent of making some weapons damage more reliably than others is somewhat preserved. [LIST] [*]Furthermore, for every multiple (rounded down) of that die damage type the attacker rolls over defense (AC), he gets 1 more die of damage. "Critical hits" no longer exist in this system. [/LIST] Example 1: A combatant fires a 4d4 damage shotgun at a target with a total defense of 18. With modifiers his attack roll is a 24. The damage roll becomes 5d4. This system does make smaller weapons more lethal, but I'm okay with that. A knife in the right hand ought to be worth more than 1d4+str mod. Luck still plays a roll, but the experienced professional is now much less likely to have an attack roll of 23 on a peasant but a damage roll of 4. He'll have a harder time wiping out more experienced/dextrous opponents with higher defense--which makes sense. This system assumes that armor gives damage reduction, but does not improve defense. [LIST] [*]Alternately: Keep the damage dice change, but make a flat multiple over defense equal to extra damage dealt. Perhaps every +4 attack over defense, rounded down, adds a die of damage. [/LIST] Example 2: Suppose a combatant fires a .3d8 damage sniper rifle at a target with defense 10. His attack roll totals 19 with modifiers, so the damage roll is 5d8. This version is easier, but less dynamic than the first. Whaddaya think? [/QUOTE]
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