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General Tabletop Discussion
*TTRPGs General
PC hit rates and enemy damage output
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<blockquote data-quote="steenan" data-source="post: 4627992" data-attributes="member: 23240"><p>I assume that we are talking about a gamist, combat-heavy system. In a combat-light game fights may be either faster and more lethal or less effective and lethal, depending on style. In realistic game hits should be rare, but much more damaging.</p><p></p><p>1. Mostly DM</p><p>2. a) 40-50%, b) 50-60%, c) 70-80%, d) 50-60%</p><p>3. Not necessary, but possible. Depends on the system specifics (how the weapon damage scales, how taking damage is handled and what "hitting" really means)</p><p>4. Depends. The values given above were for attacks against static defenses. If the defenses are rolled, hit rate may be lower. If very lethal weapons are used (incapacitating in 1-2 hits: modern firearms, lightsabers), they should be MUCH lower. On the other hand, if some kind of abstract "hitpoints" that represent dodges, not wounds, are used, there is no need for attack rolls and thus no "hit rates" at all.</p><p>5. Depends on their strength, stackability and ease of use. Strong, easy to get buffs should be active for a time between one attack and a third of the combat. Strong but very rare, hard to get or resource draining ones, as the weak ones, may last for the whole combat.</p><p>6. In all cases, no.</p><p>7. In cases a and b it may be possible, but only if the game mechanics allow the player to react somehow (sacrificing all his own attacks for a full defense, giving ground, spending some kind of resource to increase chances of survival) between the attacks. There should be no chance of offing a PC at full health if he does all he can to survive. On the other hand, it should be quite easy for the BBEG in case a to damage a PC hard enough to knock him back, cause penalties or in other way make him aware that "serious matters are discussed here".</p><p>8. In the only case I allow (that is, when the PC may defend somehow before all attacks land), no limit for number of uses.</p><p>9. No. </p><p>10. n/a</p></blockquote><p></p>
[QUOTE="steenan, post: 4627992, member: 23240"] I assume that we are talking about a gamist, combat-heavy system. In a combat-light game fights may be either faster and more lethal or less effective and lethal, depending on style. In realistic game hits should be rare, but much more damaging. 1. Mostly DM 2. a) 40-50%, b) 50-60%, c) 70-80%, d) 50-60% 3. Not necessary, but possible. Depends on the system specifics (how the weapon damage scales, how taking damage is handled and what "hitting" really means) 4. Depends. The values given above were for attacks against static defenses. If the defenses are rolled, hit rate may be lower. If very lethal weapons are used (incapacitating in 1-2 hits: modern firearms, lightsabers), they should be MUCH lower. On the other hand, if some kind of abstract "hitpoints" that represent dodges, not wounds, are used, there is no need for attack rolls and thus no "hit rates" at all. 5. Depends on their strength, stackability and ease of use. Strong, easy to get buffs should be active for a time between one attack and a third of the combat. Strong but very rare, hard to get or resource draining ones, as the weak ones, may last for the whole combat. 6. In all cases, no. 7. In cases a and b it may be possible, but only if the game mechanics allow the player to react somehow (sacrificing all his own attacks for a full defense, giving ground, spending some kind of resource to increase chances of survival) between the attacks. There should be no chance of offing a PC at full health if he does all he can to survive. On the other hand, it should be quite easy for the BBEG in case a to damage a PC hard enough to knock him back, cause penalties or in other way make him aware that "serious matters are discussed here". 8. In the only case I allow (that is, when the PC may defend somehow before all attacks land), no limit for number of uses. 9. No. 10. n/a [/QUOTE]
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