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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Mar 21, 2021 12:25 am Post subject: |
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garhkal wrote: | How's about the damage get's capped at say 4d above base? |
Sounds kinda arbitrary to me...
Anyway, to get to +4D using my progression method, the shooter would have to make sustained attacks for 16 rounds, then 32 rounds to get to +5D and so on and so forth. If the PC wants to keep pushing it, the GM has other options. _________________ "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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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Mar 21, 2021 12:27 am Post subject: |
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Argentsaber wrote: | For what it's worth, I generally use a system based on the capital guns table, where the number of continuous rounds is used as the "number of guns" and just apply the bonus. I also use die caps though, so this might need adjustment if you use the "more dice" method of scale instead. |
Well, that's... basically exactly what I'm doing. The only difference is in the specifics of the capital guns table and how the numbers ramp up. _________________ "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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Argentsaber Lieutenant Commander


Joined: 07 Oct 2017 Posts: 127
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Posted: Sat Mar 27, 2021 3:56 pm Post subject: |
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CRMcNeill wrote: | Argentsaber wrote: | For what it's worth, I generally use a system based on the capital guns table, where the number of continuous rounds is used as the "number of guns" and just apply the bonus. I also use die caps though, so this might need adjustment if you use the "more dice" method of scale instead. |
Well, that's... basically exactly what I'm doing. The only difference is in the specifics of the capital guns table and how the numbers ramp up. |
I see that, just wanted to chime in as I've seen this work in practice. The doubling seems to work as well, although my version has been used for three characters working together with proton mining beams (with the total number of weapon/rounds being applied to the table). I presume the same would work in your concept? _________________ "The universe is driven by the complex interaction between three ingredients: matter, energy, and enlightened self-interest."
G'Kar, Survivors (Babylon 5) |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Mar 27, 2021 6:52 pm Post subject: |
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Argentsaber wrote: | The doubling seems to work as well, although my version has been used for three characters working together with proton mining beams (with the total number of weapon/rounds being applied to the table). I presume the same would work in your concept? |
Well, without taking a deep dive into how the numbers stack up, it seems to follow. Simply multiplying the number of characters coordinating across multiple rounds works just as well as a simple arithmetic progression. _________________ "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 Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Apr 06, 2021 1:33 am Post subject: |
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When I wrote up my version of the Hammerhead Corvette from Rogue One, I sort of ad-libbed the rules for pushing / tugging larger objects, but it occurs to me that the sustained fire rules could also be applied here, applying tractive force over the course of multiple rounds (and potentially with the use of multiple craft). The bare bones version I'm considering is using the Ramming rules (pg. 110 of 2R&E), which is then stacked with the number of consecutive rounds of applied force. I still need to work on the conversion formulas, but the core principle is sound, IMO. _________________ "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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Whill Dark Lord of the Jedi (Owner/Admin)

Joined: 14 Apr 2008 Posts: 10500 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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