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Hit Dice to Damage Saves?
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 1697610" data-attributes="member: 12332"><p>Well here's what I was thinking. The Injury system from Unearthed Arcana (M&M) is very very simple.</p><p></p><p>Attack as normal. Successful attack. Roll Damage Save vs. DC 15 + Damage DC Bonus. Success? No effect. Failure? One hit. Fail by 5, stun, fail by 10 disabled. </p><p></p><p>Simple, direct, to the point. Few numbers.</p><p></p><p>What I'm looking for is a mathematically savvy work-through for turning dice-based weapon damages to Damage Save DC Bonuses.</p><p></p><p>I.E. a 9mm handgun is 2d6 damage. In an injury system we could take the average of each die (3.5+3.5 = 7) and ... I'm not sure. In the system in Unearthed Arcana they say divide the damage dealt by 5 and round up for the damage bonus. Seems a little low, though. DC for a 9mm would be +1. </p><p></p><p>Taking averages and using the X/5 we get numbers like:</p><p></p><p>Glock 17 ... 2d6 = (3.5 +3.5) / 5 = +1</p><p>AK47 ... 2d8 = (4.5 + 4.5) / 5 = +2</p><p>HKPSG1 ... 2d10 = (5.5 + 5.5) / 5 = +2</p><p>Barrett ... 2d12 = (6.5 + 6.5) / 5 = +3</p><p></p><p>So the save range is going to be really rather shallow. +1, +2, +3 are the only damage bonuses (averaged) for d20 Modern firearms.</p><p></p><p>If the Damage Save DC is equal to 15 + Damage Save Bonus (DSB) then you get 16,17, and 18 DCs. Hard to meet at low levels. Let's look at a Good save progression, then.</p><p></p><p>1) +2</p><p>2) +3</p><p>3) +3</p><p>4) +4</p><p>5) +4</p><p>6) +5</p><p>7) +5</p><p>8) +6</p><p>9) +6</p><p></p><p>I'll stop there. So it's 8th level before the average, unmodified save (of a Good damage save progression, unattached to any ability score) is equal to a 9mm handgun's DC. But we WANT the damage DC to be greater than the save, as it's only in failing the save that "damage" is taken.</p><p></p><p>So ... dunno. </p><p></p><p>The problem comes in with things like melee weapons, whose damage is modified by ability scores and talents.</p><p></p><p>Longsword = 1d8 = (4.5) / 5 = +1</p><p></p><p>But Str 14 and Melee Smash +1 gives us:</p><p></p><p>Longsword Attack = 1d8+3 = (4.5 + 2 +1) / 5 = +2</p><p></p><p>You could manually do all of the averaging and math, but what I want is SIMPLE, ELEGANT, and STREAMLINED.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 1697610, member: 12332"] Well here's what I was thinking. The Injury system from Unearthed Arcana (M&M) is very very simple. Attack as normal. Successful attack. Roll Damage Save vs. DC 15 + Damage DC Bonus. Success? No effect. Failure? One hit. Fail by 5, stun, fail by 10 disabled. Simple, direct, to the point. Few numbers. What I'm looking for is a mathematically savvy work-through for turning dice-based weapon damages to Damage Save DC Bonuses. I.E. a 9mm handgun is 2d6 damage. In an injury system we could take the average of each die (3.5+3.5 = 7) and ... I'm not sure. In the system in Unearthed Arcana they say divide the damage dealt by 5 and round up for the damage bonus. Seems a little low, though. DC for a 9mm would be +1. Taking averages and using the X/5 we get numbers like: Glock 17 ... 2d6 = (3.5 +3.5) / 5 = +1 AK47 ... 2d8 = (4.5 + 4.5) / 5 = +2 HKPSG1 ... 2d10 = (5.5 + 5.5) / 5 = +2 Barrett ... 2d12 = (6.5 + 6.5) / 5 = +3 So the save range is going to be really rather shallow. +1, +2, +3 are the only damage bonuses (averaged) for d20 Modern firearms. If the Damage Save DC is equal to 15 + Damage Save Bonus (DSB) then you get 16,17, and 18 DCs. Hard to meet at low levels. Let's look at a Good save progression, then. 1) +2 2) +3 3) +3 4) +4 5) +4 6) +5 7) +5 8) +6 9) +6 I'll stop there. So it's 8th level before the average, unmodified save (of a Good damage save progression, unattached to any ability score) is equal to a 9mm handgun's DC. But we WANT the damage DC to be greater than the save, as it's only in failing the save that "damage" is taken. So ... dunno. The problem comes in with things like melee weapons, whose damage is modified by ability scores and talents. Longsword = 1d8 = (4.5) / 5 = +1 But Str 14 and Melee Smash +1 gives us: Longsword Attack = 1d8+3 = (4.5 + 2 +1) / 5 = +2 You could manually do all of the averaging and math, but what I want is SIMPLE, ELEGANT, and STREAMLINED. --fje [/QUOTE]
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