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Inverse Optional Damage Rule
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CRMcNeill
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PostPosted: Sat Dec 29, 2012 9:04 pm    Post subject: Inverse Optional Damage Rule Reply with quote

So, I have wondered off and on about how to handle blast radius damage for when a large-scale energy weapon hits something near a character. I had a possible idea last night; we already have optional damage rules whereby a character can increase his damage roll based on how well he rolled on his To Hit roll. What if a vehicle mounted cannon received a bonus to hit based on how much damage he inflicts? He wouldn't inflict full damage, naturally, and there might have to be some kind of difficulty increase, as well as the necessity of the intended target being near something that can be shot and blown up.

This is really just a nascent concept that I haven't had a lot of time to flesh out, so I would really appreciate some input. I really do think there is something in there...
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jmanski
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PostPosted: Sun Dec 30, 2012 7:18 pm    Post subject: Reply with quote

So like a landspeeder near the character being shot with a speeder scale blaster cannon?

Hmm, interesting.
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CRMcNeill
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PostPosted: Sun Dec 30, 2012 7:31 pm    Post subject: Reply with quote

jmanski wrote:
So like a landspeeder near the character being shot with a speeder scale blaster cannon?

Hmm, interesting.


Exactly. We even see it in the films; in ESB, when the AT-ATs are pursuing the retreating Rebels on Hoth. One of the AT-ATs fires, hits the ground near a running trooper, there is a big blast of steam/smoke and the running trooper goes down hard.

The way the RAW is currently written, character-scale targets are practically immune to larger-scale weaponry, because that weaponry has greatly increased difficulty to target them directly. However (as evidenced by the Death Star), there should be a rule in play to allow larger-scale weaponry to aim near a smaller scale target and inflict some degree of damage jut by catching the smaller target in the blast radius.

EDIT: It wouldn't even have to be a Speeder; just aiming at the ground near a smaller scale target might be enough.
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CRMcNeill
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PostPosted: Sun Dec 30, 2012 8:04 pm    Post subject: Reply with quote

In real life, large scale weapons would be using circular error probability calculation. Maybe it would work to use the grenade scatter chart and use the scale modifier to generate how far the shot missed by. Generating damage and blast radius is the kicker, but I'm trying to look at it from a perspective of the level of damage inflicted (i.e. energy delivered) affecting the size of the blast radius, and therefore the chance that a character standing near the blast will get caught in the blast and take damage. Certainly not full damage; maybe even simply capping damage results, so that within 2 meters, you get a max result of killed, 4 meters = max of mortally wounded, and so on.
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garhkal
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PostPosted: Sun Dec 30, 2012 10:37 pm    Post subject: Reply with quote

Perhaps what needs to change is the dodge rule for dodging higher scale shots... Rather than flat out avoiding all damage on a successful dodge, it should be a successful dodge gets you knocked down one blast zone. Each additional say 7 above the gunner's to hit you succeeds on you dodge by knocks you down another blast zone.

Though since a LOT of vehicular weaponry does NOT list blast radiuses we would first off have to come up WITH a blast zone figure for them.

just taking a look through the stats on speeders (Bolded have no weaponry, All else have weaponry but NO blast radius listed);
Military Landspeeders
28. JX-09 Prisoner Transport
28. Speeder Command Vehicle
28. Trade Federation Troop Carrier

28. Storm Skimmer Patrol Sled
28. Urban Assault Speeder
29. Sevari Wind Rider
29. Armored Landspeeder
29. Flash Speeder
30. Escort Speeder
30. Transpeeder
30. Repulsorlift Sled
30. Gian Speeder
30. 008 Heavy Landspeeder
31. Swamp Speeder
31. Rebel ULAV
32. Stinger
32. Dominator
32. Intimidator
32. Imperial Troop Transport
33. Mekuun Repulsor Scout
33. Arrow-23 Tramp Shuttle
33. X10 Groundcruiser
34. Rebel Armored Freerunner
34. SpecForce Freerunner APC
34. Imperial Patrol Landspeeder
35. Chariot Command Speeder
35. Armored Repulsorlift Transport
36. SCS-19 Sentinel
36. Light Imperial Repulsortank
36. Medium Imperial Repulsortank
36. Heavy Imperial Repulsortank
37. FireHawke Heavy Repulsortank
37. Imperial Heavy Repulsortank
38. MTT
38. Heavy Tracker
39. TX-130 Fighter Tank
39. Teklos Battle Vehicle
40. Floating Fortress
40. AAT
41. Imperial Mobile Base

So out of just combat speeders we have a grand total of 38 vehicles with weaponry and NOT ONE with a weapon listed with a blast radius. EVEN the ones with concussion missiles, grenade launchers etc...
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jmanski
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PostPosted: Sun Dec 30, 2012 11:40 pm    Post subject: Reply with quote

I like the idea. Missile weapons would have to be different, but maybe blaster weapons would have a blast radius based on damage?
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CRMcNeill
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PostPosted: Mon Dec 31, 2012 12:37 am    Post subject: Reply with quote

IMO, the first step needs to be determining exactly how close the gunner's shot gets in the first place. Once that is established, we can then determine blast radius and how hard it is for the characters to avoid or minimize damage. It won't just be speeder scale, either. Characters can potentially face heavy laser cannon on walkers, strafing runs from starfighters, even turbolaser blasts from small warships, so any rule would need to be fluid enough to increase blast radius / difficulty based on the scale and damage of the weapon being fired.
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garhkal
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PostPosted: Mon Dec 31, 2012 12:55 am    Post subject: Reply with quote

jmanski wrote:
I like the idea. Missile weapons would have to be different, but maybe blaster weapons would have a blast radius based on damage?


LIke say a blaster cannon (speeder) has a 0-2/4/6/8/10 blast zone for
dam/-1d/-2d/-3d/-4d/-5d?
Walker ones would be bigger, say 0-4/8/12/16/20?
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CRMcNeill
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PostPosted: Mon Dec 31, 2012 1:01 am    Post subject: Reply with quote

garhkal wrote:
LIke say a blaster cannon (speeder) has a 0-2/4/6/8/10 blast zone for
dam/-1d/-2d/-3d/-4d/-5d?
Walker ones would be bigger, say 0-4/8/12/16/20?


Rather than reduced damage, I've been playing with the idea of capping the damage level, so that with a direct hit, you are automatically killed, but at Point Blank you can't be higher than Mortally Wounded, Incapacitated at Short, Wounded at Medium, or Stunned at Long.
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"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.

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CRMcNeill
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PostPosted: Mon Dec 31, 2012 3:58 am    Post subject: Reply with quote

garhkal wrote:
LIke say a blaster cannon (speeder) has a 0-2/4/6/8/10 blast zone for
dam/-1d/-2d/-3d/-4d/-5d?
Walker ones would be bigger, say 0-4/8/12/16/20?


This is a prime example of what happens when you are bored and can't fall asleep.

Based on the damage-per-blast radius numbers on the stats for grenades and thermal detonators, I have generated two different charts: one for point weapons (laser cannon and other energy weapons) and one for area effect weapons (proton torpedoes, concussion missiles and other explosives). Of the two, energy weapons have high initial damage which drops off more quickly at greater blast radii, while explosive weapons have a more gradual fall off in damage.

To use the chart, apply the scale modifier to the damage of the weapon in question (so that a 7D Capital Ship Turbolaser would add +12D for a total of 19D), then find that total under the 100% rating on the appropriate chart. If the base damage has any pip values, simply add the pips to the damage listing across the line, upgrading by D where appropriate.
    Energy Damage by Blast Radius (100% / 80% / 50% / 20%)
    36D / 28D+2 / 18D / 7D+1
    35D / 28D / 17D+2 / 7D
    34D / 27D+1 / 17D / 6D+2
    33D / 26D+1 / 16D+2 / 6D+2
    32D / 25D+2 / 16D / 6D+1
    31D / 24D+2 / 15D+2 / 6D+1
    30D / 24D / 15D / 6D
    29D / 23D+1 / 14D+2 / 5D+2
    28D / 22D+1 / 14D / 5D+2
    27D / 21D+2 / 13D+2 / 5D+1
    26D / 20D+2 / 13D / 5D+1
    25D / 20D / 12D+2 / 5D
    24D / 19D+1 / 12D / 4D+2
    23D / 18D+1 / 11D+2 / 4D+2
    22D / 17D+2 / 11D / 4D+1
    21D / 16D+2 / 10D+2 / 4D+1
    20D / 16D / 10D / 4D
    19D / 15D+1 / 9D+2 / 3D+2
    18D / 14D+1 / 9D / 3D+2
    17D / 13D+2 / 8D+2 / 3D+1
    16D / 12D+2 / 8D / 3D+1
    15D / 12D / 7D+2 / 3D
    14D / 11D+1 / 7D / 2D+2
    13D / 10D+1 / 6D+2 / 2D+2
    12D / 9D+2 / 6D / 2D+1
    11D / 8D+2 / 5D+2 / 2D+1
    10D / 8D / 5D / 2D
    9D / 7D+1 / 4D+2 / 1D+2
    8D / 6D+1 / 4D / 1D+2
    7D / 5D+2 / 3D+2 / 1D+1
    6D / 4D+2 / 3D / 1D+1
    5D / 4D / 2D+2 / 1D
    4D / 3D+1 / 2D / +2

    Explosive Damage by Blast Radius (100% / 80% / 60% / 40%)
    36D / 28D+2 / 21D+2 / 14D+1
    35D / 28D / 21D / 14D
    34D / 27D+1 / 20D+1 / 13D+2
    33D / 26D+1 / 19D+2 / 13D+1
    32D / 25D+2 / 19D+1 / 12D+2
    31D / 24D+2 / 18D+2 / 12D+1
    30D / 24D / 18D / 12D
    29D / 23D+1 / 17D+1 / 11D+2
    28D / 22D+1 / 16D+2 / 11D+1
    27D / 21D+2 / 16D+1 / 10D+2
    26D / 20D+2 / 15D+2 / 10D+1
    25D / 20D / 15D / 10D
    24D / 19D+1 / 14D+1 / 9D+2
    23D / 18D+1 / 13D+2 / 9D+1
    22D / 17D+2 / 13D+1 / 8D+2
    21D / 16D+2 / 12D+2 / 8D+1
    20D / 16D / 12D / 8D
    19D / 15D+1 / 11D+1 / 7D+2
    18D / 14D+1 / 10D+2 / 7D+1
    17D / 13D+2 / 10D+1 / 6D+2
    16D / 12D+2 / 9D+1 / 6D+1
    15D / 12D / 9D / 6D
    14D / 11D+1 / 8D+1 / 5D+2
    13D / 10D+1 / 7D+2 / 5D+1
    12D / 9D+2 / 7D+1 / 4D+2
    11D / 8D+2 / 6D+2 / 4D+1
    10D / 8D / 6D / 4D
    9D / 7D+1 / 5D+1 / 3D+2
    8D / 6D+1 / 4D+2 / 3D+1
    7D / 5D+2 / 4D+1 / 2D+2
    6D / 4D+2 / 3D+2 / 2D+1
    5D / 4D / 3D / 2D
    4D / 3D+1 / 2D+1 / 1D+2


So, using the previous example, a 7D CS-Scale Turbolaser would inflict 19D/15D+1/9D+2/3D+2 Character-Scale damage, while a 9D CS-Scale Concussion Missile would inflict 21D/16D+2/12D+2/8D+1 Character-Scale Damage. It is possible that an energy or explosive weapon could use the damage chart for the other type, depending on its design. For example, an armor piercing concussion missile might be fused to have a focused effect, so damage would be more likely to slope off more sharply at longer ranges.

Once the damage numbers are generated, the Scale Modifier can be removed to better match the weapon's scale, so the Turbolaser's stats would read 7D/3D+1/3D+2(SF)/3D+2(Ch), and the Concussion Missile would read 9D/4D+2/6D+1(SF)/2D+1(SF).

To generate a blast radius, take the modified damage dice from above, then multiple it by the following modifiers, based on scale.
    Speeder x.2
    Walker / Starfighter x .5
    Capital Ship x2

Then apply the modified base number to the following chart to generate a blast radius:
    Energy
    Point Blank = x.5
    Short = x1
    Medium = x2
    Long = x4
    Explosive
    Point Blank = x1
    Short = x2
    Medium = x3
    Long = x5


So, to use the above examples yet again, a 7D Turbolaser would inflict 7D/3D+1/3D+2(SF)/3D+2(Ch) @ 0-10/20/40/80 meters, while a 9D Concussion Missile would inflict 9D/4D+2/6D+1(SF)/2D+1(SF) @ 0-20/40/60/100 meters.

Conversely, a SF-Scale Quad-laser on the Millennium Falcon would inflict 6D/3D+2/4D(Wk)/2D+1 (Ch) @ 0-1/2/4/8

(I rounded to the nearest whole number in these examples for ease of multiplication, and to present more rounded numbers for calculation, as I find it easier to work with 20 meters than 19.5. If you don't mind working with exact numbers, then you may feel free to calculate however you wish).
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Last edited by CRMcNeill on Mon Dec 31, 2012 11:12 am; edited 1 time in total
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jmanski
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PostPosted: Mon Dec 31, 2012 6:55 am    Post subject: Reply with quote

That's a lot of math... (scratches head)
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CRMcNeill
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PostPosted: Mon Dec 31, 2012 11:35 am    Post subject: Reply with quote

jmanski wrote:
That's a lot of math... (scratches head)


You should've seen the previous version, before I did the number crunching on the damage charts. I don't think there is a way to do this that is both easy and accurate. I suppose I could crunch the blast radius calculations down to three separate modifier charts, so that the math gets a little simpler.
    Speeder
    Energy
    -Point Blank = x0.1
    -Short = x0.2
    -Medium = x0.4
    -Long = x0.8
    Explosive
    -Point Blank = x0.1
    -Short = x0.4
    -Medium = x0.6
    -Long = x1

    Walker / Starfighter
    Energy
    -Point Blank = x0.2
    -Short = x0.5
    -Medium = x1
    -Long = x2
    Explosive
    -Point Blank = x0.5
    -Short = x1
    -Medium = x1.5
    -Long = x2.5

    Capital Ship
    Energy
    -Point Blank = x1
    -Short = x2
    -Medium = x4
    -Long = x8
    Explosive
    -Point Blank = x2
    -Short = x4
    -Medium = x6
    -Long = x10


There is still math to do, but to generate a conversion, all you have to do is decide what kind of blast radius the weapon should have (energy or explosive), then calculate the modified damage (in Character-Scale) to get the base number for the blast radius calculation.

The final question then becomes, how much does the shot scatter by...
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garhkal
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PostPosted: Mon Dec 31, 2012 5:27 pm    Post subject: Reply with quote

Quote:
The final question then becomes, how much does the shot scatter by...


Well looking a the grenade scatter rules, there is no calculation to be done based on how bad you missed by (which i hate that they ignored that) but just based on whether the inital 'toss of the grenade' was a short range one, medium range one or long range one... each gains 1d meters of 'deviation (scatter)' from where you planned to place it.
While that is a good starting point, i would rather have it based on how much you missed by.
say start it out with a base of 2/4/8 for meters off for ranges of short/medium/long.
If you miss by 0-4, add 1d-2 meters.
miss by 5-8, add 1d+2meters
9-12, add 1d+4 meters
13-16, add 2d meters
17-20, add 2d+2 meters
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CRMcNeill
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PostPosted: Mon Dec 31, 2012 5:42 pm    Post subject: Reply with quote

I'd prefer to have the scatter range based on the weapon's base blast radius value (= to the weapon's damage D rating, as described above). That way, the bigger and more damaging a weapon is, the greater the value it will potentially deviate by.

My original idea was going to be much simpler. It basically broke down to:
    Greater Damage = Bigger Blast Radius = More Likely Characters Will Get Hit = Damage Roll generates bonus to To Hit roll, with corresponding drop in Strength of Hit = Dodge roll is added to Character's Strength soak, indicating character's ability to get behind cover and avoid the worst of the blast.
Just haven't figured a way to work it that I like...
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Nico_Davout
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PostPosted: Tue Jan 01, 2013 5:59 am    Post subject: Reply with quote

Good topic, I didn't have the rule for that in "my" SW RPG Smile. However, I prefer to have things ultra simple = faster GM.

# of dice on damage (before adding dice for scale) on any energy weapon = blast radius in meters (this is only for weapon's above E-Web)

A character who is caught in the blast radius makes a Dodge check. Add any bonus for covers.

Dodge Result / Damage taken

10 / 80%
15 / 60%
20 / 40%
25 / 20%
30 / avoided

If a character cannot Dodge, he takes full damage.

Missiles have some blast radius given in various sources, so here things have to be worked out different.
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