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Tweaking Grim & Gritty
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<blockquote data-quote="Fieari" data-source="post: 2020113" data-attributes="member: 16221"><p>My players have just reached the level where they're dealing more than 4 dice of damage at a time now, and have reminded me that dice above 4 should be changed into flat plusses to damage. So I'd better redo my chart...</p><p></p><p>+8 Soak</p><p>Round 1: 2d4 = 2 to 8 - 8 = 0 to 0 pips</p><p>Round 2: 4d4 = 4 to 16 - 8 = 0 to 8 pips (average 2 pips)</p><p>Round 3: 4d4+2 = 6 to 18 - 8 = 0 to 10 pips (average 4 pips)</p><p>Round 4: 4d4+4 = 8 to 20 - 8 = 0 to 12 pips (average 6 pips)</p><p></p><p>Maximum Damage taken: DEAD and then some (30 pips)</p><p>Minimum Damage taken: 0 pips</p><p>Average Damage taken: 12 pips (painful, but livable)</p><p></p><p>+5 Energy Resistance</p><p>Round 1: 2d4 = 2 to 8 - 5 = 0 to 3 pips (average 0)</p><p>Round 2: 4d4 = 4 to 16 - 10 = 0 to 6 pips (average 0)</p><p>Round 3: 4d4+2 = 6 to 18 - 15 = 0 to 3 pips (average 0)</p><p>Round 4: 4d4+4 = 8 to 20 - 20 = 0 to 0 pips (average 0)</p><p>(Any future rounds will also deal no damage)</p><p></p><p>Maximum Damage taken: 12 pips</p><p>Minimum Damage taken: 0 pips</p><p>Average Damage taken: 0 pips</p><p></p><p>This looks a lot better to me. Compared to magic, Armor SHOULDN'T be as effective a damage reducer against sustained elements. It is a little weird the way the maximum damage goes up and down with the resistance, but... eh... it works, and it's simple.</p><p></p><p></p><p>Oh, and about auto-crit on MM... I've ruled that none of the "Disable XXX" effects work unless the spell actually deals DAMAGE, meaning that against most foes, the crit of choice is "Bypass XXX Armor"... generally natural armor because that's what they come across the most. On rare creatures, the soak is low but the defense is massive, in which case the player can break that creature's arm or leg or knock it out with a blow to the head or whatever.</p></blockquote><p></p>
[QUOTE="Fieari, post: 2020113, member: 16221"] My players have just reached the level where they're dealing more than 4 dice of damage at a time now, and have reminded me that dice above 4 should be changed into flat plusses to damage. So I'd better redo my chart... +8 Soak Round 1: 2d4 = 2 to 8 - 8 = 0 to 0 pips Round 2: 4d4 = 4 to 16 - 8 = 0 to 8 pips (average 2 pips) Round 3: 4d4+2 = 6 to 18 - 8 = 0 to 10 pips (average 4 pips) Round 4: 4d4+4 = 8 to 20 - 8 = 0 to 12 pips (average 6 pips) Maximum Damage taken: DEAD and then some (30 pips) Minimum Damage taken: 0 pips Average Damage taken: 12 pips (painful, but livable) +5 Energy Resistance Round 1: 2d4 = 2 to 8 - 5 = 0 to 3 pips (average 0) Round 2: 4d4 = 4 to 16 - 10 = 0 to 6 pips (average 0) Round 3: 4d4+2 = 6 to 18 - 15 = 0 to 3 pips (average 0) Round 4: 4d4+4 = 8 to 20 - 20 = 0 to 0 pips (average 0) (Any future rounds will also deal no damage) Maximum Damage taken: 12 pips Minimum Damage taken: 0 pips Average Damage taken: 0 pips This looks a lot better to me. Compared to magic, Armor SHOULDN'T be as effective a damage reducer against sustained elements. It is a little weird the way the maximum damage goes up and down with the resistance, but... eh... it works, and it's simple. Oh, and about auto-crit on MM... I've ruled that none of the "Disable XXX" effects work unless the spell actually deals DAMAGE, meaning that against most foes, the crit of choice is "Bypass XXX Armor"... generally natural armor because that's what they come across the most. On rare creatures, the soak is low but the defense is massive, in which case the player can break that creature's arm or leg or knock it out with a blow to the head or whatever. [/QUOTE]
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