Okay I'm working on my Nexus d20 game and I've gotten stuck on how to deal with something and since you guys have been so great in helping me I thought I would ask here.
Basic concept for my game is that you only roll once for an action. There is no separate damage roll. Weapons have a set base damage and you add the margin of success to the damage total. This works great for martial arts and melee.
The problem is with weapons with burst or full auto. I've tried a couple of different ideas. One was a burst multiplier. Basically you multiply your margin of success by the multiplier and add that to the base damage. The base damage represents one bullet of a certain caliber.
The other thing I could do with the burst multiplier is add it to the accuracy instead of as a multiplier if someone is doing a wide burst instead of a narrow one.
The problem I ran in to was scaling. I've got a personal scale, a vehicle scale at x5 the personal scale, and ship scale at x50 the personal scale. The numbers don't seem to work as I go up.
I thought about having a multiplier based on 1/5th of the base damage but then the burst rate of fire would get lost. I had a version where you used a burst multiplier up to a certain rate of fire number and any amount after that you just added the margin of success however this was confusing to players.
I am trying to figure out something that would be simple to apply and not bog the game down but be able to scale up effectively.
Any ideas?
Basic concept for my game is that you only roll once for an action. There is no separate damage roll. Weapons have a set base damage and you add the margin of success to the damage total. This works great for martial arts and melee.
The problem is with weapons with burst or full auto. I've tried a couple of different ideas. One was a burst multiplier. Basically you multiply your margin of success by the multiplier and add that to the base damage. The base damage represents one bullet of a certain caliber.
The other thing I could do with the burst multiplier is add it to the accuracy instead of as a multiplier if someone is doing a wide burst instead of a narrow one.
The problem I ran in to was scaling. I've got a personal scale, a vehicle scale at x5 the personal scale, and ship scale at x50 the personal scale. The numbers don't seem to work as I go up.
I thought about having a multiplier based on 1/5th of the base damage but then the burst rate of fire would get lost. I had a version where you used a burst multiplier up to a certain rate of fire number and any amount after that you just added the margin of success however this was confusing to players.
I am trying to figure out something that would be simple to apply and not bog the game down but be able to scale up effectively.
Any ideas?