Re: Conditional Injury with Knowing Your Own Strength
Here's an alternative to the Robustness Threshold and Wound Potential Tables that's based on +20=×10 instead of the current +6=×10:
HP/dmg: RT/WP 
1: 0
2: 6
3: 9
4: 12
5: 14
6: 16
7: 17
8: 18
9: 19
10: 20
11: 21
–13: 22
–15: 23
–17: 24
–19: 25
–21: 26
–24: 27
–27: 28
–30: 29
–34: 30
–38: 31
–42: 32
–47: 33
–53: 34
–59: 35
–65: 36
–75: 37
–85: 38
–95: 39
–105: 40
–115: 41
–135: 42
–150: 43
–170: 44
–190: 45
–210: 46
–240: 47
–270: 48
–300: 49
–340: 50
–380: 51
–420: 52
–470: 53
–530: 54
–590: 55
–650: 56
–750: 57
–850: 58
–950: 59
Entries starting with a – are ranges that start one higher than the previous entry: so “–13” is actually “12–13”, and “–950” is actually “851–950”. You can extend this table further by multiplying HP/dmg by 10 and adding 20 to RT/WP.
The rule for applying DR (actually, logsubtraction) is:
WP vs. LogDR: WP modifier
0 or less: no damage
+1: 21
+2: 13
+3: 10
+4: 8
+5: 7
+6: 6
+7: 5
+8: 4
+9–+10: 3
+11–+13: 2
+14–+19: 1
+20 or more: 0
That is, find out how much the WP exceeds the “LogDR”, and reduce the effective WP by an amount based on the difference. LogDR comes from DR the same way that RT comes from HP.
Damage ranges (e.g., 1d, 2d, 2d×10, etc.) have a 16point spread: 1d goes from WP0 to WP16; 2d goes from WP6 to WP22; 3d6 goes from WP9 to WP25; 4d goes from WP12 to WP27; 5d goes from WP14 to WP29; 6d goes from WP16 to WP31; 7d goes from WP17 to WP32; 8d goes from WP18 to WP34; and so on. That is, the maximum WP you can achieve is 15 higher than the minimum you can achieve.
Meanwhile, the average damage you can roll always translates to a WP that's 11 higher than the minimum, and 4 less than the maximum. You can get a reasonable approximation of this by rolling 5d, adding the top three dice to the average WP of the attack, and subtracting 14 from the result. That's your damage roll.
Last edited by dataweaver; 08262019 at 03:04 AM.
