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<blockquote data-quote="Upper_Krust" data-source="post: 254371" data-attributes="member: 326"><p>Hi jonrog mate! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p> </p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p><p></p><p></p><p></p><p>I agree.</p><p></p><p>If you are refering to the big numbers I mentioned they were just for the sake of completeness to give people an idea of the actual increase in damage such weapons bring to bear!</p><p></p><p></p><p></p><p>Well leather armour (lets say AV 4) would have a baseball bat deal 1d12 - 4 and a meat cleaver deal 1d8 - 2. Not counting probable strength and possible crits.</p><p></p><p></p><p></p><p>I think we are close to cracking this. If we can just work out this whole 'toughness' thing satisfactorily...?</p><p></p><p> </p><p></p><p>It affects the strength based on movement.</p><p></p><p> </p><p></p><p>If we keep some sort of consistent movement scale it should.</p><p></p><p> </p><p></p><p>Not really.</p><p></p><p></p><p> </p><p>LOL! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Jackie Chan 140lbs(?) 14hp 5th-level Monk/7th-level Thief Acrobat</p><p>STR 12 (+5*); DEX 20 (+7*)</p><p>BAB 9 + 5 (DEX)</p><p></p><p>Sharon Gless 150lbs(?) 15hp 1st-level Warrior (from pseudo-cop training)</p><p>STR 7 (-1/+1*); DEX 12 (-1*) Negative penalties for moderately out of shape/middle age?</p><p>BAB 1 - 1 (DEX) </p><p></p><p>*Stat increases</p><p></p><p>I don't fancy Sharon Gless' chances. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p> </p><p></p><p>I've said before I am not happy with my interpretation of stamina...yet.</p><p></p><p></p><p></p><p>Its more or less the same mechanic. damage dealt to hit points. We are simply adding the logic that as characters take damage their wounds will have repurcussions on their performance ability.</p><p></p><p></p><p></p><p>I still think it is working fine in this context.</p><p></p><p> </p><p></p><p>I agree. But at this point we need to set the stall for comparatives rather than actual figures.</p><p></p><p></p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Damage is merely relative. Regardless of the eventual end numbers if someone drops a 4 kiloton nuke in your lap (not an everyday occurance in a fantasy setting) you are going to know at a glance who is toast.</p><p></p><p> </p><p></p><p>I don't really have a problem with big numbers when you are trying to represent big damage! But it will probably depend on how obtrusive they become (if at all?)</p><p></p><p></p><p></p><p>I am confident we will work it out in the end. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 254371, member: 326"] Hi jonrog mate! :) :p I agree. If you are refering to the big numbers I mentioned they were just for the sake of completeness to give people an idea of the actual increase in damage such weapons bring to bear! Well leather armour (lets say AV 4) would have a baseball bat deal 1d12 - 4 and a meat cleaver deal 1d8 - 2. Not counting probable strength and possible crits. I think we are close to cracking this. If we can just work out this whole 'toughness' thing satisfactorily...? It affects the strength based on movement. If we keep some sort of consistent movement scale it should. Not really. LOL! :D Jackie Chan 140lbs(?) 14hp 5th-level Monk/7th-level Thief Acrobat STR 12 (+5*); DEX 20 (+7*) BAB 9 + 5 (DEX) Sharon Gless 150lbs(?) 15hp 1st-level Warrior (from pseudo-cop training) STR 7 (-1/+1*); DEX 12 (-1*) Negative penalties for moderately out of shape/middle age? BAB 1 - 1 (DEX) *Stat increases I don't fancy Sharon Gless' chances. :D I've said before I am not happy with my interpretation of stamina...yet. Its more or less the same mechanic. damage dealt to hit points. We are simply adding the logic that as characters take damage their wounds will have repurcussions on their performance ability. I still think it is working fine in this context. I agree. But at this point we need to set the stall for comparatives rather than actual figures. :) Damage is merely relative. Regardless of the eventual end numbers if someone drops a 4 kiloton nuke in your lap (not an everyday occurance in a fantasy setting) you are going to know at a glance who is toast. I don't really have a problem with big numbers when you are trying to represent big damage! But it will probably depend on how obtrusive they become (if at all?) I am confident we will work it out in the end. ;) [/QUOTE]
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