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[OOC] Underdogs [a core dnd game][4/4]
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<blockquote data-quote="doghead" data-source="post: 3630688" data-attributes="member: 8243"><p>ooc - Underdogs</p><p></p><p></p><p></p><p>I tend to think of it as 'size is king'. Larger creatures not only get bonuses to Soak, but also Damage. The giant races (ogres, trolls, and of course giants) are not creatures of fearsome reputation for no reason. Which is how it should be. </p><p></p><p></p><p></p><p>Daunting indeed. There is always the much neglected 'run away' option. For most of those in Hella, this would be the first option. But if the characters stay and fight, those small bonuses can really come in useful. Critical hits can also change the equation significantly. There are a number of options (Blind, Stun, Disable Leg, etc.) but by far the most commonly used, (and the one I use as the default) is Bypass Armour. Light Armour is easier to bypass than heavy, or natural, armour. To threaten a critical hit, the character needs to achieve a certain overkill, dependent on the weapon. A longbow (20x3) threatens if the overkill is 10 or more. A longsword (19-20x2) threatens if the overkill is 8 or more. Higher 'Attack' bonuses mean the character is more likely to achieve a critical hit, which generally favours the PC's.</p><p></p><p></p><p></p><p>Correct and my mistake. I missed the enchantment bonus on the longbow. I've update my version of your character sheet. Mongro's sister's calculations should have read: </p><p></p><p>* Mongro's Sister Crossbow (15+3-2) 16 vs Owlbear Def (6+5) 11 = Hit +5 overkill.</p><p>* * Dam (5+4) 9 - Soak 14 + 0 wounds</p><p></p><p>Initially, I forgot the range penalty, which made the overkill +7. I corrected that (which made the overkill +5) and the damage total (9), but forgot to change the 7 to a 5 within the brackets. The damage roll was 4.</p><p></p><p>doghead</p><p>aka thotd</p></blockquote><p></p>
[QUOTE="doghead, post: 3630688, member: 8243"] ooc - Underdogs I tend to think of it as 'size is king'. Larger creatures not only get bonuses to Soak, but also Damage. The giant races (ogres, trolls, and of course giants) are not creatures of fearsome reputation for no reason. Which is how it should be. Daunting indeed. There is always the much neglected 'run away' option. For most of those in Hella, this would be the first option. But if the characters stay and fight, those small bonuses can really come in useful. Critical hits can also change the equation significantly. There are a number of options (Blind, Stun, Disable Leg, etc.) but by far the most commonly used, (and the one I use as the default) is Bypass Armour. Light Armour is easier to bypass than heavy, or natural, armour. To threaten a critical hit, the character needs to achieve a certain overkill, dependent on the weapon. A longbow (20x3) threatens if the overkill is 10 or more. A longsword (19-20x2) threatens if the overkill is 8 or more. Higher 'Attack' bonuses mean the character is more likely to achieve a critical hit, which generally favours the PC's. Correct and my mistake. I missed the enchantment bonus on the longbow. I've update my version of your character sheet. Mongro's sister's calculations should have read: * Mongro's Sister Crossbow (15+3-2) 16 vs Owlbear Def (6+5) 11 = Hit +5 overkill. * * Dam (5+4) 9 - Soak 14 + 0 wounds Initially, I forgot the range penalty, which made the overkill +7. I corrected that (which made the overkill +5) and the damage total (9), but forgot to change the 7 to a 5 within the brackets. The damage roll was 4. doghead aka thotd [/QUOTE]
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