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Why is bigger always better?
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<blockquote data-quote="[OMENRPG]Ben" data-source="post: 5623701" data-attributes="member: 6677983"><p>This thought process is boiled down into all manners of things, including velocity, mass, force, design, reach, speed of use, strength of the weapon, the type of damage being dealt, etc etc. This creates a large amount of aspects and variables to consider while designing a system.</p><p></p><p>Therefore, to simplify, a weapon can be given a simple "weapon effectiveness" number. In the OMEN system, accuracy and damage are along the same continuum of weapon effectiveness, a weapon that is highly likely to hit is also more likely to deal damage.</p><p></p><p>A character who is extremely skilled or lucky with a simple weapon, like a basic stick or dagger, rolls very high on the accuracy scale will do more damage than someone who wields the proverbial fullblade who can almost never hit. The amount that the attack (and by extension effectiveness) supersedes the defense of the target equates the amount of damage applied to that target. </p><p></p><p>This keeps things fast, simple, and slightly more realistic than D&D.</p></blockquote><p></p>
[QUOTE="[OMENRPG]Ben, post: 5623701, member: 6677983"] This thought process is boiled down into all manners of things, including velocity, mass, force, design, reach, speed of use, strength of the weapon, the type of damage being dealt, etc etc. This creates a large amount of aspects and variables to consider while designing a system. Therefore, to simplify, a weapon can be given a simple "weapon effectiveness" number. In the OMEN system, accuracy and damage are along the same continuum of weapon effectiveness, a weapon that is highly likely to hit is also more likely to deal damage. A character who is extremely skilled or lucky with a simple weapon, like a basic stick or dagger, rolls very high on the accuracy scale will do more damage than someone who wields the proverbial fullblade who can almost never hit. The amount that the attack (and by extension effectiveness) supersedes the defense of the target equates the amount of damage applied to that target. This keeps things fast, simple, and slightly more realistic than D&D. [/QUOTE]
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