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Lets debate the pros and cons of Wound/Vitality-points vs. Massive-Dmg-Threshold
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 1831839" data-attributes="member: 12332"><p>I like DMG saves, having just ran a very nice Nocturnals session where my players all decided they loved the system.</p><p></p><p>That said, it's alot of work converting and it doesn't map to the system as-is. You can't really take a short sword and say: "It does X damage, so it should have a +X DMG Save DC adjustment."</p><p></p><p>A 14 Str gives you a +2 modifier. In Modern that's +2 hp of Damage or the average of a 1d4 damage dagger.</p><p></p><p>In a DMG save game that's 2/3 the damage of your average handgun (+3).</p><p></p><p>If you map DMG Save DC Modifiers for weapons like the Unearthed Arcana system says to (5 points of damage = +1 DC) then most weapons average out at DC +0 or +1. If you take a note from the M&M books, then most weapons convert back doing 2x and 3x the damage they would in a "normal" game.</p><p></p><p>Basically it means throwing out all source material and winging it. If you're comfy with that, it's fine.</p><p></p><p>Damage Save can also be very touch-and-go. Last night's game, for instance. In a gunfight one Skerrl (with a +9 damage save) went down in the first shot fired on a flubbed damage save (rolled a 2). A zombie (not using mook rules, for added effect) in the first battle was still standing with 15 rounds in him (many saves to no effect, and 6 hits in him before he missed a save). It's a system where you find, very often, a battle can go something like this for the PCs:</p><p></p><p>No effect, No effect, No effect, Disabled.</p><p></p><p>Or, more commonly, a couple of stunned results and a disabled, leaving them having done nothing in the fight but get wailed on and go down.</p><p></p><p>That "Stunned" rating comes up an awful lot, and if it crops up at the begining of a combat, you're usually toast. More often with my badguys, who often never got a chance to act more than twice in a six round fight.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 1831839, member: 12332"] I like DMG saves, having just ran a very nice Nocturnals session where my players all decided they loved the system. That said, it's alot of work converting and it doesn't map to the system as-is. You can't really take a short sword and say: "It does X damage, so it should have a +X DMG Save DC adjustment." A 14 Str gives you a +2 modifier. In Modern that's +2 hp of Damage or the average of a 1d4 damage dagger. In a DMG save game that's 2/3 the damage of your average handgun (+3). If you map DMG Save DC Modifiers for weapons like the Unearthed Arcana system says to (5 points of damage = +1 DC) then most weapons average out at DC +0 or +1. If you take a note from the M&M books, then most weapons convert back doing 2x and 3x the damage they would in a "normal" game. Basically it means throwing out all source material and winging it. If you're comfy with that, it's fine. Damage Save can also be very touch-and-go. Last night's game, for instance. In a gunfight one Skerrl (with a +9 damage save) went down in the first shot fired on a flubbed damage save (rolled a 2). A zombie (not using mook rules, for added effect) in the first battle was still standing with 15 rounds in him (many saves to no effect, and 6 hits in him before he missed a save). It's a system where you find, very often, a battle can go something like this for the PCs: No effect, No effect, No effect, Disabled. Or, more commonly, a couple of stunned results and a disabled, leaving them having done nothing in the fight but get wailed on and go down. That "Stunned" rating comes up an awful lot, and if it crops up at the begining of a combat, you're usually toast. More often with my badguys, who often never got a chance to act more than twice in a six round fight. --fje [/QUOTE]
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Lets debate the pros and cons of Wound/Vitality-points vs. Massive-Dmg-Threshold
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