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Fallon Kell Commodore


Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Mon Feb 06, 2012 5:57 pm Post subject: |
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jmanski wrote: | Yeah, but armor and a blast door are two different things. That's like comparing a kevlar vest to a tank. | That's true, but I'd say if armor compares to rotted cloth, then a tank compares nicely to hardwood, which I can make progress on with my knife. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
Complete Starship Construction System |
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Azai Lieutenant Commander


Joined: 05 Jul 2010 Posts: 248
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Posted: Mon Feb 06, 2012 7:28 pm Post subject: |
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Also there is a lot of angles you could come do with a sword onto armor, that you really couldn't against a door.
Even if things don't match up all the time my players enjoy the no maximum damage when fighting baddies, and respect it when I say "No you can't cut the Speeder in half" |
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Kaloth Varsk Lieutenant Commander


Joined: 28 Jan 2012 Posts: 121
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Posted: Mon Feb 06, 2012 10:31 pm Post subject: |
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Ok, lets look at it this way with weapons. Once I cleave through you, does more strength matter? Most of these max damages are pretty high. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Feb 07, 2012 1:29 am Post subject: |
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Kaloth Varsk wrote: | Ok, lets look at it this way with weapons. Once I cleave through you, does more strength matter? Most of these max damages are pretty high. |
Most are 6d... some 7d.. Only iirc the Jengardin double edged vibro blade and the vibro axe are higher _________________ Confucious sayeth, don't wash cat while drunk! |
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Esoomian High Admiral


Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Tue Feb 07, 2012 7:25 pm Post subject: |
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Kaloth Varsk wrote: | Ok, lets look at it this way with weapons. Once I cleave through you, does more strength matter? Most of these max damages are pretty high. |
The problem a lot of people have is that some races have maximum strength ratings of close to or over 6D so that makes a good number of those weapons pointless. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Tue Feb 07, 2012 7:43 pm Post subject: |
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Kaloth Varsk wrote: | Ok, lets look at it this way with weapons. Once I cleave through you, does more strength matter? Most of these max damages are pretty high. |
You look at it the wrong way. A maximum weapon damage of 6D does not mean that I cleave you. A 'Killed' result (with some to spare) on the Wound chart does. _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14359 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Feb 08, 2012 2:43 pm Post subject: |
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Esoomian wrote: | Kaloth Varsk wrote: | Ok, lets look at it this way with weapons. Once I cleave through you, does more strength matter? Most of these max damages are pretty high. |
The problem a lot of people have is that some races have maximum strength ratings of close to or over 6D so that makes a good number of those weapons pointless. |
Then they are better just brawling! _________________ 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: Wed Feb 08, 2012 6:40 pm Post subject: |
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I think the real reason for the damage caps was to prevent melee weapons from outclassing missile weapons. Melee weapons are much better in D6 Star Wars, relative to misile weapons than they are in most RPGs or in real life. A strong guy (3D) with a knife in the RPG can do as much damage as a typical rifle (4D) in the game. The cap prevents everyone from focusing on melee weapons.
I just wish WEG had set up some sort of standard rule for the cap that we could apply to all melee weapons, rather than the haphphazard method they used and often failed to apply. And I still do accept that a strong Wookie would do less damage with a knife than with a punch.
Melee weaponsd also got a bit of a "power up" in 2E, with the revised damage table. in 1E weapons need to do a lot of damage to get any result better than wounded. Lightsabers needed that fistful of dice to get the 3xSTR results. But since the revsioin in damage melee weapons and lightsabers have become much more dangerous. Each die of damage is amlost a shift up on the damage table.
I'd be all for a revision along the lines of capping melee weapons at twice thier damage bonus +3D, OR the STR or the wielders STR+1 or some such, and applying it to all melee weapons. |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Feb 08, 2012 7:38 pm Post subject: |
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I wonder if redoing melee weapon damage so it was less STR based and more weapon based might work better, i.e. similar to the D6 Space rules.
A 2 handed axe or sword does 3D+1 damage, a rapier does 2D, and a knife or dagger does 1D. To that you add the STR bonus which is half of the D score rounded up.
STR............Bonus
1D-2D+2.....+1D
3D-4D+2.....+2D
5D-6D+2.....+3D
So a Wookiee with a dagger would do 4D damage while a normal human with a 2 handed axe would do 4D+1 damage. The Wookiee with a 2-handed axe would do 6D+1. Overall this seems more reasonable, aligns better with a blaster rifle doing 5D damage, and would avoid the need for a damage cap. |
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Esoomian High Admiral


Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Wed Feb 08, 2012 8:39 pm Post subject: |
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So how does that system work for fighting without weapons, is the bonus the damage rating for bare-handed strikes? _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Thu Feb 09, 2012 1:31 pm Post subject: |
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I think that is correct.
Also, there are special melee and brawling maneuvers that can increase or decrease the difficulty and the damage or provide special effects. |
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Kaloth Varsk Lieutenant Commander


Joined: 28 Jan 2012 Posts: 121
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Posted: Thu Feb 09, 2012 1:47 pm Post subject: |
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Bren wrote: | I wonder if redoing melee weapon damage so it was less STR based and more weapon based might work better, i.e. similar to the D6 Space rules.
A 2 handed axe or sword does 3D+1 damage, a rapier does 2D, and a knife or dagger does 1D. To that you add the STR bonus which is half of the D score rounded up.
STR............Bonus
1D-2D+2.....+1D
3D-4D+2.....+2D
5D-6D+2.....+3D
So a Wookiee with a dagger would do 4D damage while a normal human with a 2 handed axe would do 4D+1 damage. The Wookiee with a 2-handed axe would do 6D+1. Overall this seems more reasonable, aligns better with a blaster rifle doing 5D damage, and would avoid the need for a damage cap. |
I love it. I think I'm adopting this from now on. Brawling becomes less deadly, and melee becomes about evenly deadly with shooting. |
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Esoomian High Admiral


Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Thu Feb 09, 2012 2:57 pm Post subject: |
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Bren wrote: | I think that is correct.
Also, there are special melee and brawling maneuvers that can increase or decrease the difficulty and the damage or provide special effects. |
I have vague memories of a conversation with someone who used to frequent this site. He mentioned that the lifting skill came into it for determining damage so if you had a lifting skill of 6D (IE 4D strenth and 2D lifting) then the damage bonus was actually 3D, half 6D not half 4D.
I can't recall if that was a house rule or a standard rule but I liked it as it meant it was possible to be able to hit harder without actually having to be better at fighting. _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Thu Feb 09, 2012 4:10 pm Post subject: |
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Esoomian wrote: | I have vague memories of a conversation with someone who used to frequent this site. He mentioned that the lifting skill came into it for determining damage... | That's correct.
From page 9 of the PDF version of the OGL D6 Space rules:
Page 9 wrote: | Strength Damage: Drop the pips from your character’s Strength or lift score (including any Special Abilities or Disadvantages that affect the die code),
divide the number by 2, and round up. This is the Strength Damage die code. |
Makes raising the lift skill a darn site more useful. |
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Esoomian High Admiral


Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Thu Feb 09, 2012 4:20 pm Post subject: |
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So if you could get your lift skill up to 9D you'd get a hefty 5D bonus to melee damage or do a respectable 5D damage when unarmed.
I suppose then you'd get people trying to game the system and taking specialities in lifting: (s) Doing damage.  _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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