Re: New Damage System

From: Antoon Pardon (apardon@vub.ac.be)
Date: Wed 21 Jul 1993 - 22:37:17 EEST


> paul@phyast.pitt.edu (Paul Reilly) suggests:

(Suggestion for damage system deleted)
> This has some obvious problems:

>
> i) Small characters will run off the bottom of the table with natural
> weapon very easily, doing no damage.
>
> It would probably have to be modified to something like:
>
> Modified DP Damage
> -9 - -3 1
> -2 - +0 1d2
> +1 - +3 1d3
>
> rest the same as above. This isn't very elegant though.
>
> ii) It encourages minimaxing, though all the current systems do
> that too.
>
> iii) The importance of weapons decreases as size increases: the
> difference between a +2 bonus and a -3 isn't very much to a DP 70
> giant. It's probably better to just punch them. (Actually, that's
> a problem with the current system too).

i and iii may be solved by given each weapon a factor with which to multiply
the base DP instead of a bonus/malus to add.

something like

 Weak natural weapon (punch): 1/3

 Average natural weapon (claw/kick): 1/2

 Good natural weapon (predator's bite) : 2/3

 Assuming weapons are chosen according to str and size:

 Optimum large 1-H swinging weapon (bastard sword): 3/4

 Optimum 2-H swinging weapon (greatsword): 4/3

 Optimum 1-H thrusting weapon (spear): 7/12

 Optimum light (off-hand) 1-H weapon (ie a dagger): 1/2

 Optimum 2-H thrusting weapon : 7/6

This would change the table in something like this:

 Natural DP Punch Kick Dagger Spear Sword 2-H spear 2-H Sword

      8 1d3 1d4 1d4 1d4 1d6 1d10 1d10
     10 1d3 1d4 1d4 1d6 1d8 2d6 2d6
     13 1d4 1d6 1d6 1d8 1d10 2d8 2d8
     14 1d4 1d6 1d6 1d8 1d10 2d8 3d6

     16 1d6 1d8 1d8 1d10 2d6 3d6 2d10
     18 1d6 1d8 1d8 1d10 2d6 2d10 2d12
     20 1d6 1d10 1d10 2d6 2d8 2d12 4d6

>
> iv) It seems more complex, though perhaps the standard RQ system would
> also seem complex to a newcomer.
>
> Thoughts, comments, suggestions, opinions, flames...

Well I think it very interresting but I would think that any such system
should come with suggestions regarding the hitpoint and armour point system.

The trouble with the system as sugested is that IMO it doesn't scale the
same way as the hitpoints. With your suggestion damage done by the weapons
will double if the SIZ doubles. However hitpoints don't as CON is independable
from size. This makes a fight between two giants deadlier than an equivalent fight
between humans. Something I don't like. IMO if you would put two humans against
each other and two giants. Each one with a dagger and would use the same rolls
to play each fight I would expect the two fight to continue more or less the same
where as now one of the giants will be dead a lot sooner.
>
> Graeme Lindsell a.k.a gal502@huxley.anu.edu.au

-- 
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Antoon Pardon                                        <apardon@vub.ac.be>
Brussels Free University Computing Centre                   02/650.37.16
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