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<blockquote data-quote="Rodrigo Istalindir" data-source="post: 2077917" data-attributes="member: 2810"><p>What is the desired goal? (I'm assuming weapon damages in the 2d6 range, adjust accordingly)</p><p></p><p>Scenario A: Players must make fairly easy MDT saves on a regular basis. At mid to high levels, they will fail only on a '1', but the odds will catch up with them sooner or later. I don't want the characters to drop like flies, but I want them to be reminded constantly that getting shot isn't fun. The threat level is fairly constant, as crits are no more likely to be instantly deadly than regular hits. MDT 10, Save 5.</p><p></p><p>Scenario B: Characters shrug off most normal hits, soaking up the damage, but crits are especially deadly. Even a high level character can get whacked if he takes a bullet in the eye. Note: if you are playing where the GM has to award an action point to confirm a crit against a player, this option can garner some hard feelings. MDT: 15, Save: 15+1/2 Damage </p><p></p><p>Scenario C: Some characters are tougher than others. What might drop the wizard will be ignored by the fighter. Crits can be just as deadly no matter who you are -- a lucky shot is a lucky shot. MDT: Con, Save: Damage</p><p></p><p>Personally, I like (C). It keeps Con an important stat even for the finger-wagglers, keeps the brutes from being too cocky (yes, you have an MDT of 20. I rolled a 23 on 4d6. Make a Fort save of DC23). </p><p></p><p>(B) is good if you've got a combat heavy crew with good gear, good tactical sense, and a good sense of humor when you throw 'em an action point to confirm the crit and then roll max damage. The higher MDT keeps the checks to a minimum, so they are more likely to be whittled down than dropped with a single shot.</p></blockquote><p></p>
[QUOTE="Rodrigo Istalindir, post: 2077917, member: 2810"] What is the desired goal? (I'm assuming weapon damages in the 2d6 range, adjust accordingly) Scenario A: Players must make fairly easy MDT saves on a regular basis. At mid to high levels, they will fail only on a '1', but the odds will catch up with them sooner or later. I don't want the characters to drop like flies, but I want them to be reminded constantly that getting shot isn't fun. The threat level is fairly constant, as crits are no more likely to be instantly deadly than regular hits. MDT 10, Save 5. Scenario B: Characters shrug off most normal hits, soaking up the damage, but crits are especially deadly. Even a high level character can get whacked if he takes a bullet in the eye. Note: if you are playing where the GM has to award an action point to confirm a crit against a player, this option can garner some hard feelings. MDT: 15, Save: 15+1/2 Damage Scenario C: Some characters are tougher than others. What might drop the wizard will be ignored by the fighter. Crits can be just as deadly no matter who you are -- a lucky shot is a lucky shot. MDT: Con, Save: Damage Personally, I like (C). It keeps Con an important stat even for the finger-wagglers, keeps the brutes from being too cocky (yes, you have an MDT of 20. I rolled a 23 on 4d6. Make a Fort save of DC23). (B) is good if you've got a combat heavy crew with good gear, good tactical sense, and a good sense of humor when you throw 'em an action point to confirm the crit and then roll max damage. The higher MDT keeps the checks to a minimum, so they are more likely to be whittled down than dropped with a single shot. [/QUOTE]
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