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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14034 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Nov 04, 2011 1:09 am Post subject: |
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To show there is a difference in how damage is dealt out. _________________ Confucious sayeth, don't wash cat while drunk! |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Fri Nov 04, 2011 3:06 pm Post subject: |
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garhkal wrote: | To show there is a difference in how damage is dealt out. | OK. Is there a particular reason you (a) what to differentiate and (b) what to make skill matter most for adding damage with brawling and least with ranged weapons? That seems odd. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14034 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Nov 04, 2011 3:17 pm Post subject: |
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Just themantic.. Most combats are ranged affairs, with few brawling. Most go melee. Well to my pov. _________________ Confucious sayeth, don't wash cat while drunk! |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Sat Nov 05, 2011 11:55 am Post subject: |
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[quote="garhkal"]
Plus by the raw, spending CP on inc damage garners a DSP. [/qyuote]
Might garner a DSP. It isn't automatic. It depends on why the character wants to increase the damage.
I've been using one of the RoE options. The one where you trade off skill dice for damage in advance. I thik it works better than the other options for several reasons. First, it is a trade off, so people are hesitant to do it. Secondl, the effect is more subdued that the other options since a hot hand on the attack roll won't give absurd results, and lastly, it favors the major characters, since flunkies won't have the dice to split. So I doN't have to worry about a PC getting blown away from a mook, just because I rolled well with the wild die and got a 72 attack total. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Sat Nov 05, 2011 3:46 pm Post subject: |
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atgxtg wrote: | The one where you trade off skill dice for damage in advance. | Are you using a 1-1 trade off or a different ratio?
Generally I worry that a 1-1 ratio leads to far too much damage.
Also, do you allow the same trade off when using a FP? That could increase damage to absurd levels, especially when the Wookiee wants to hit the just-standing-there-and-not-dodging door or table. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16178 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Nov 05, 2011 4:14 pm Post subject: |
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Bren wrote: | As you outlined it there would be no penalty, only extra damage to go with the cheaper skill increase. |
No penalty apart from the fact that you would only be able to receive the extra damage bonus when using a specific weapon... _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Sat Nov 05, 2011 8:30 pm Post subject: |
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crmcneill wrote: | Bren wrote: | As you outlined it there would be no penalty, only extra damage to go with the cheaper skill increase. |
No penalty apart from the fact that you would only be able to receive the extra damage bonus when using a specific weapon... | That's not a penalty. That is just part of the RAW definition of weapon specialization. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16178 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Nov 06, 2011 12:47 am Post subject: |
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Bren wrote: | crmcneill wrote: | Bren wrote: | As you outlined it there would be no penalty, only extra damage to go with the cheaper skill increase. |
No penalty apart from the fact that you would only be able to receive the extra damage bonus when using a specific weapon... | That's not a penalty. That is just part of the RAW definition of weapon specialization. |
You say po-tay-to, I say po-tah-to. Assuming I did put this rule into use, limiting it to the weapon specialized in is sufficient penalty for me. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sun Nov 06, 2011 10:55 pm Post subject: |
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crmcneill wrote: | Bren wrote: | crmcneill wrote: | Bren wrote: | As you outlined it there would be no penalty, only extra damage to go with the cheaper skill increase. |
No penalty apart from the fact that you would only be able to receive the extra damage bonus when using a specific weapon... | That's not a penalty. That is just part of the RAW definition of weapon specialization. |
You say po-tay-to, I say po-tah-to. Assuming I did put this rule into use, limiting it to the weapon specialized in is sufficient penalty for me. |
This may be more a case of "you say po-tay-to, I say cab-bage. I just happen to like cabbage better." _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16178 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Nov 06, 2011 11:26 pm Post subject: |
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Fallon, you appear to be channeling Random Numbers... _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sun Nov 06, 2011 11:55 pm Post subject: |
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crmcneill wrote: | Fallon, you appear to be channeling Random Numbers... |
Random Vegetables actually. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Mon Nov 07, 2011 12:31 am Post subject: |
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Fallon Kell wrote: | crmcneill wrote: | Fallon, you appear to be channeling Random Numbers... |
Random Vegetables actually. | Now cut that out, or I'm getting my lightsaber and making some Jedi-style coleslaw. |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Mon Nov 07, 2011 5:38 pm Post subject: |
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You guys are making me hungry... _________________ Blasted rules. Why can't they just be perfect? |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Tue Nov 08, 2011 11:48 am Post subject: |
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Bren wrote: | atgxtg wrote: | The one where you trade off skill dice for damage in advance. | Are you using a 1-1 trade off or a different ratio?
Generally I worry that a 1-1 ratio leads to far too much damage. |
I've been using the 1:1 ration from RoE. So far there hasn7t been any problems with the Pcs doing lots of damage. Most of the time, the Pcs hate to give up skill dice. The few times that somebody has gone for a big damage boost they've flubbed the shot and so have beome a bit cautious.
In starship fights, I have used the 2:1 ratio fom the 1E Rules Upgrade, and I suspect that might be a better arragementt in the long run. I might alos consider capping the damage dice to double, but so far it hasn't been a problem. My players rarely use the option, and few NPCs are good enough to do so.
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Also, do you allow the same trade off when using a FP? That could increase damage to absurd levels, especially when the Wookiee wants to hit the just-standing-there-and-not-dodging door or table. |
I do, but such action might merit a DSP, since the character would be using the Force to do more damage (like spending CPs). So my players need to be cafeful when upping thier damages. Doing a called shot on a Rancor so it doesn't eat your buddy, or on a charging reek so it doesn't trample you is one thing, doing in a fleeing shopkeeper so you don't leave any "loose ends" is something else. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14034 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Nov 08, 2011 12:47 pm Post subject: |
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In the past where i HAVE used the 3/2/1 ratio, i have not really seen any significant change in combat. _________________ Confucious sayeth, don't wash cat while drunk! |
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