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The (new) Immortals Handbook Thread
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<blockquote data-quote="historian" data-source="post: 2279124" data-attributes="member: 13438"><p>Hey U_K! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p></p><p></p><p>Sweet!</p><p></p><p></p><p></p><p>Actually there are two rules that applied in this instance. The first is that the SWD6 system had an absolute (in the sense that it didn't vary) "scaling factor" that was to be applied when objects of different scale made opposing rolls against one another. It works(ed) as follows:</p><p></p><p><strong>Absolute Modifier</strong></p><p></p><p>Character Scale -- no additur (In other words, Darth Sidious' 15D in "sense" was 15D period).</p><p>Speeder Scale (think Luke's land speeder in Ep. IV) -- + 2D</p><p>Walker Scale (AT-ATs or the Juggernauts depicted in Episode III) -- + 2D</p><p>Starfighter (X-wings, Tie Fighters) -- +6D</p><p>Capital Scale (Star Destroyers) -- + 12D</p><p>Death Star Scale -- + 24D</p><p></p><p>This was the base modifier that, frankly, made total sense but didn't paint the complete picture. For instance, the official Turbolaser damage for a Class II Star Destroyer is 10D. After the Absolute Modifier was applied, damage was 22D (10D + 12D). This is fine when applied as a damage factor against average characters (strength = 2D) or even exceptional characters (strength = 4D +2), but wholly inadequate when we take into account that Yoda, with a Control stat of 14D, can use the force power Absorb Energy in conjunction with spending a Force Point to boost his ability to absorb 28D of damage. In other words, Yoda would stand a substantially better than average chance of completely absorbing, at no harm to himself, a full power frontal assault from a Star Destroyer. That's absurd.</p><p></p><p>Recognizing this (apparently), the SWD6 designers also came up with a relative "scaling factor" to manage interaction. SWD6 worked on a dice pool basis, and the relative scaling factor assigned a maximum value for each die. For example, dice rolls above 2 for characters would be capped at a value of 2 when rolled against "Speeder Scale" objects. This relative "scaling factor" was codified in a matrix. Basically, I just worked out an expected value ratio If the maximum die value ratio for character to speeder was 3 to 6, then the multiplier was * 1.75 -- representing the average of 1 + 3 and 1 + 6 respectively and so on down the scale). Reducing this modifier to an absolute value, I came up with the following (definitive) values:</p><p></p><p>Character = no modifiers</p><p>Speeder = + 2D * 1.75 * Marvel factor (*4)</p><p>Walker = + 4D * 3 * Marvel factor (*4)</p><p>Starfighter = + 6D * 5.35 * Marvel factor (*4)</p><p>Capital = + 12D * 9.4 * Marvel factor (*4)</p><p>Death Star = + 24D * 33 * Marvel factor (*4)</p><p></p><p>I realize that's a mouthful, but thus far, this formula yields conversions to Marvel that I think are pretty accurate. To expand on my earlier example, a "full on" blast from an X-wing would do 257 damage (roughly Sh-Y) under the Marvel rules. I can live with that.</p></blockquote><p></p>
[QUOTE="historian, post: 2279124, member: 13438"] Hey U_K! :) Sweet! Actually there are two rules that applied in this instance. The first is that the SWD6 system had an absolute (in the sense that it didn't vary) "scaling factor" that was to be applied when objects of different scale made opposing rolls against one another. It works(ed) as follows: [B]Absolute Modifier[/B] Character Scale -- no additur (In other words, Darth Sidious' 15D in "sense" was 15D period). Speeder Scale (think Luke's land speeder in Ep. IV) -- + 2D Walker Scale (AT-ATs or the Juggernauts depicted in Episode III) -- + 2D Starfighter (X-wings, Tie Fighters) -- +6D Capital Scale (Star Destroyers) -- + 12D Death Star Scale -- + 24D This was the base modifier that, frankly, made total sense but didn't paint the complete picture. For instance, the official Turbolaser damage for a Class II Star Destroyer is 10D. After the Absolute Modifier was applied, damage was 22D (10D + 12D). This is fine when applied as a damage factor against average characters (strength = 2D) or even exceptional characters (strength = 4D +2), but wholly inadequate when we take into account that Yoda, with a Control stat of 14D, can use the force power Absorb Energy in conjunction with spending a Force Point to boost his ability to absorb 28D of damage. In other words, Yoda would stand a substantially better than average chance of completely absorbing, at no harm to himself, a full power frontal assault from a Star Destroyer. That's absurd. Recognizing this (apparently), the SWD6 designers also came up with a relative "scaling factor" to manage interaction. SWD6 worked on a dice pool basis, and the relative scaling factor assigned a maximum value for each die. For example, dice rolls above 2 for characters would be capped at a value of 2 when rolled against "Speeder Scale" objects. This relative "scaling factor" was codified in a matrix. Basically, I just worked out an expected value ratio If the maximum die value ratio for character to speeder was 3 to 6, then the multiplier was * 1.75 -- representing the average of 1 + 3 and 1 + 6 respectively and so on down the scale). Reducing this modifier to an absolute value, I came up with the following (definitive) values: Character = no modifiers Speeder = + 2D * 1.75 * Marvel factor (*4) Walker = + 4D * 3 * Marvel factor (*4) Starfighter = + 6D * 5.35 * Marvel factor (*4) Capital = + 12D * 9.4 * Marvel factor (*4) Death Star = + 24D * 33 * Marvel factor (*4) I realize that's a mouthful, but thus far, this formula yields conversions to Marvel that I think are pretty accurate. To expand on my earlier example, a "full on" blast from an X-wing would do 257 damage (roughly Sh-Y) under the Marvel rules. I can live with that. [/QUOTE]
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