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Tinkering with Massive Damage
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2265827" data-attributes="member: 12332"><p>Hrm, a few notes from my own gameplay:</p><p></p><p>In "Ambush!" style games: If you're using a static save, use a lower static save for flatfooted rolls unless you like quite-lethal games. If you're using a variable DC game, watch that the "style" of game makes these DCs rather low. For myself, most people able to strike from surprise are not carrying very large weapons, and so the average DC is 11-13. If you're using a D&D style game where PCs are getting whapped by dragons and ogres, this can get lethal REAL FAST.</p><p></p><p>For games that have Variable DCs: Anything that will artificially raise the MDT will also raise the DC. If characters are walking around with +6 armor bonuses, the damage needed to force an MDT will also rise. With Light armor, this isn't a huge deal, which is the sort of game I'm using it with. NONE of the PCs in that game wear anything heavier than Studded Leather. In a fantasy game with, say, dwarves in heavy armor: A dwarf with 18 Con and Full Plate will have an effective MDT of 26. With DC equal to 10+1/2Dmg that's a BEGINING DC of 23. If you're using heavy armors, I'd say something like 1/4 damage might be appropriate, to keep those saves workable. </p><p></p><p>I'd almost say: If you're having a LESS PULPY game, where people will have high Con and heavy armor and FDH, it might be better to use two DCs. DC 10 for Ambush and DC 15 for other MDTs. The difference between PCs with variable systems in situations like that can get really big, so that brings the variance in line. In a game where everybody has 25-28pt.-buy and Heavy armor is generally frowned upon, you can keep the MDThreshold managable and a variable DC will serve to add a sense of danger. People striking from surprise is a sweaty situation, and people who get shot can go down HARD.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2265827, member: 12332"] Hrm, a few notes from my own gameplay: In "Ambush!" style games: If you're using a static save, use a lower static save for flatfooted rolls unless you like quite-lethal games. If you're using a variable DC game, watch that the "style" of game makes these DCs rather low. For myself, most people able to strike from surprise are not carrying very large weapons, and so the average DC is 11-13. If you're using a D&D style game where PCs are getting whapped by dragons and ogres, this can get lethal REAL FAST. For games that have Variable DCs: Anything that will artificially raise the MDT will also raise the DC. If characters are walking around with +6 armor bonuses, the damage needed to force an MDT will also rise. With Light armor, this isn't a huge deal, which is the sort of game I'm using it with. NONE of the PCs in that game wear anything heavier than Studded Leather. In a fantasy game with, say, dwarves in heavy armor: A dwarf with 18 Con and Full Plate will have an effective MDT of 26. With DC equal to 10+1/2Dmg that's a BEGINING DC of 23. If you're using heavy armors, I'd say something like 1/4 damage might be appropriate, to keep those saves workable. I'd almost say: If you're having a LESS PULPY game, where people will have high Con and heavy armor and FDH, it might be better to use two DCs. DC 10 for Ambush and DC 15 for other MDTs. The difference between PCs with variable systems in situations like that can get really big, so that brings the variance in line. In a game where everybody has 25-28pt.-buy and Heavy armor is generally frowned upon, you can keep the MDThreshold managable and a variable DC will serve to add a sense of danger. People striking from surprise is a sweaty situation, and people who get shot can go down HARD. --fje [/QUOTE]
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