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<blockquote data-quote="garrowolf" data-source="post: 6418820" data-attributes="member: 31900"><p>I am working on an idea for my Nexus D20 game system. Originally I had Damage, Penetration, and Damage Resistance in my system. Penetration lowered Damage Resistance and the DR left would lower the Damage. (Before anyone asks I wont remove Penetration) </p><p> Then you take the damage left over and that will tell you the wound level you take. Your damage and penetration ratings are modified by your strength, for melee weapons, and your margin of success over their defense. </p><p></p><p></p><p> All this means is that there is only one roll per attack. There is no damage roll, no critical roll, and no defense roll. It is fairly fast (faster than most game systems I've found) but the initial math slows things a bit down when you get into vehicle combat with the larger numbers. </p><p></p><p></p><p> Recently I came up with an idea that can make the game even faster and cut out some of the math. I have this idea called Hardness. Basically Hardness covers the difference between attacks that do lots of hull damage versus damaging the core systems. For people it would be some sort of armor that protects your vitals. It would work well for supernaturals too. You might be able to do a lot of minor damage to them but only special attacks (silver, stake through the heart, etc) would actually allow vitals damage. </p><p></p><p> In the wound system you can take lots of light wounds and eventually die that way or you can take one or two heavy or deadly wounds and be dead all at once. Wounds that stage will stage like this: Light > Moderate > Serious > Heavy > Deadly. Capitol ships are more likely to take lots of light wounds from small fighters and such. </p><p></p><p></p><p> So with the Hardness system added it becomes easier: Damage over the DR is taken as wounds. If the penetration of the weapon is higher than the Hardness of the target then those wounds stage up. This is much faster to figure out than the previous system. </p><p> The problem that I am having is coming up with a way to define the values for Hardness. Any ideas?</p></blockquote><p></p>
[QUOTE="garrowolf, post: 6418820, member: 31900"] I am working on an idea for my Nexus D20 game system. Originally I had Damage, Penetration, and Damage Resistance in my system. Penetration lowered Damage Resistance and the DR left would lower the Damage. (Before anyone asks I wont remove Penetration) Then you take the damage left over and that will tell you the wound level you take. Your damage and penetration ratings are modified by your strength, for melee weapons, and your margin of success over their defense. All this means is that there is only one roll per attack. There is no damage roll, no critical roll, and no defense roll. It is fairly fast (faster than most game systems I've found) but the initial math slows things a bit down when you get into vehicle combat with the larger numbers. Recently I came up with an idea that can make the game even faster and cut out some of the math. I have this idea called Hardness. Basically Hardness covers the difference between attacks that do lots of hull damage versus damaging the core systems. For people it would be some sort of armor that protects your vitals. It would work well for supernaturals too. You might be able to do a lot of minor damage to them but only special attacks (silver, stake through the heart, etc) would actually allow vitals damage. In the wound system you can take lots of light wounds and eventually die that way or you can take one or two heavy or deadly wounds and be dead all at once. Wounds that stage will stage like this: Light > Moderate > Serious > Heavy > Deadly. Capitol ships are more likely to take lots of light wounds from small fighters and such. So with the Hardness system added it becomes easier: Damage over the DR is taken as wounds. If the penetration of the weapon is higher than the Hardness of the target then those wounds stage up. This is much faster to figure out than the previous system. The problem that I am having is coming up with a way to define the values for Hardness. Any ideas? [/QUOTE]
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