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Suggestions for modding damage

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  • #16
    Originally posted by Marc View Post
    1. For the first option, I like the idea to modify the damage accordingly to the Margin of Success. But i would discard to use a "fixed" modifier to add to the damage roll. I will suggest you an idea adapted from the game "Fading Suns". Simply divide the MOS by three (round fractions down) and this will be the number of additional 6 sided dices added to the normal damage of the weapon. As an advantage, you can apply the rules regarding the armor value as usual, once you know the total number of damages dices, the armor value of the target and the penetration of the weapon. For the Outstanding Success in the "to hit" roll, you can ignore it. Taking into account the MOS will be enough.
    Just to say that I've been using this suggestion and found that it works very well (though no PC has actually been hit yet and that will be the true test!).

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    • #17
      Rather than modding damage, has anyone considered modifying the healing rates They seem quite fast, as written, and players might be more careful with their characters if they know that sucking gut wound is going to take them out of play for longer....

      Thoughts

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      • #18
        The V1 healing rates are much closer to reality (can take MONTHS to recover from some wounds). Obviously this is no good for an RPG without magical or hitech rapid healing....
        If it moves, shoot it, if not push it, if it still doesn't move, use explosives.

        Nothing happens in isolation - it's called "the butterfly effect"

        Mors ante pudorem

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        • #19
          Originally posted by Legbreaker View Post
          The V1 healing rates are much closer to reality (can take MONTHS to recover from some wounds). Obviously this is no good for an RPG without magical or hitech rapid healing....
          Indeed. After I introduced an item which provided almost miraculous healing in my campaign it completely changed the whole dynamic. There was no other item like it in the entire world and sometimes instead of healing you it consumed you but it was still extensively used. And of course, he who controlled the item controlled the party. It pretty much cemented Po's bizarre leadership cult.

          I'm still undecided as to whether the campaign would have been better or worse without it. The thing is, in my experience if PC deaths result in no one from the original party being alive, continuity is lost. I've seen campaigns die as a result. Its just a pity in the case of my campaign that continuity was maintained in the personage of Major Anthony Po..
          sigpic "It is better to be feared than loved" - Nicolo Machiavelli

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          • #20
            Some one on here had a speed healing drug statted out called CEAR (Cellular Enhanced Accelerated Regeneration) which I borrowed for use in my campaign. I've a hard copy of the notes for it somewhere.....
            Chuck Norris can kill two stones with one bird.

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            • #21
              Originally posted by Targan View Post
              The thing is, in my experience if PC deaths result in no one from the original party being alive, continuity is lost. I've seen campaigns die as a result.
              I think that that depends on whether it's a total party wipe out or a gradual loss and replacement of characters. If PCs die and are replaced gradually then the story you are all telling together simply changes direction to some extent but it doesn"t need to result in the death of a campaign. Continuity can be maintained but depending on what the PCs are doing that can be worked around by the GM.

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              • #22
                Originally posted by Targan View Post
                Indeed. After I introduced an item which provided almost miraculous healing in my campaign it completely changed the whole dynamic. There was no other item like it in the entire world and sometimes instead of healing you it consumed you but it was still extensively used. And of course, he who controlled the item controlled the party. It pretty much cemented Po's bizarre leadership cult.

                I'm still undecided as to whether the campaign would have been better or worse without it. The thing is, in my experience if PC deaths result in no one from the original party being alive, continuity is lost. I've seen campaigns die as a result. Its just a pity in the case of my campaign that continuity was maintained in the personage of Major Anthony Po..
                Targan,

                Dude.

                Without a doubt that's the most disturbing thing you've posted yet about the Angel of Death, aka "God-King Po". If a game of mine was in danger of fading away for some reason, but I could save it by delivering what is an essentially a magic resurrection potion in the hands of a complete psychopath, I'd still let it die with honour and dignity. Like the Twilight Zone episode "Still Valley", about how a Confederate soldier has the chance to bring victory to the Confederacy by making a deal with Satan:



                That said, I've seen campaigns die and lose focus without PC death being a factor. I've seen other games where all the original PCs have died and/or players drop out over time but maintain cohesion and focus.

                Successful teams, military units, private companies and organisations of all kinds function over time because they are ultimately bigger than the individuals that are a part of them. In some sense (some more than others) the people that form them share a vision or goals or a role that transcends them.

                Tony
                Last edited by helbent4; 02-09-2011, 07:49 AM.

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