GMMichael
Guide of Modos
As it stands, I have energy spells dealing d10 damage, since it's a more specialized type of attack.
And you've got me thinking that the lethality bonus to a die (d6 is more lethal than a d4, so d6s get a +1), should apply to magic as well. The bonuses vary for weapons and armor, to add interest to them, but they could be pretty static for spells. d4, d6+1, d8+2, d10+3, d12+4, and d20+5. This would make the Quake attack deal 10d8+20, minimum-per-die of 3, versus the noble's minimum protection of 7. Which is still ugly, but at least the caster has a -chance- to get more than one damage per die.
Let it also be known that 1) shields are currently usable only with a defense action, and 2) perks and more interesting spells can easily drop the bratty noble's survivability against the legendary caster.
Taking half is purely designed to speed up play (without a calculator). AnyDice.com is a great idea.
This problem persists across other systems, and many video games as well. The solution is to include morale and injury into the equation - but evidently those are mechanics that game designers, or players, aren't very interested in. I would include both in a more advanced version of Modos RPG.
(Funny note: D&D 4 actually gave characters MORE power (bloodied powers?) as they took more damage, did it not?)
And you've got me thinking that the lethality bonus to a die (d6 is more lethal than a d4, so d6s get a +1), should apply to magic as well. The bonuses vary for weapons and armor, to add interest to them, but they could be pretty static for spells. d4, d6+1, d8+2, d10+3, d12+4, and d20+5. This would make the Quake attack deal 10d8+20, minimum-per-die of 3, versus the noble's minimum protection of 7. Which is still ugly, but at least the caster has a -chance- to get more than one damage per die.
Let it also be known that 1) shields are currently usable only with a defense action, and 2) perks and more interesting spells can easily drop the bratty noble's survivability against the legendary caster.
Taking half is purely designed to speed up play (without a calculator). AnyDice.com is a great idea.
And of course it's a judgement call by the caster, the problem is that the enemies need to be much wimpier than a 1st level noble in armor (or the caster has to be at least level 13) in order for it to ever be a good idea to divide damage between them.
This problem persists across other systems, and many video games as well. The solution is to include morale and injury into the equation - but evidently those are mechanics that game designers, or players, aren't very interested in. I would include both in a more advanced version of Modos RPG.
(Funny note: D&D 4 actually gave characters MORE power (bloodied powers?) as they took more damage, did it not?)