Quote:
Originally Posted by RyanW
I've been fiddling with a version where you start at +0 damage and RT 4, and each +1 ST is worth +1/3 to each (round to nearest). Instead of rolling damage and converting to wound potential, you just use the damage as wound potential directly. Roll a d6 and give -1 on a 1-2, +1 on a 5-6. Swing is worth +1 damage.
That's the bulk of it, but there's more detail (including how armor works) in this thread.
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That's a neat thread! It actually helped me think differently about this. (Though, I'm of the mind that I would keep the damage roll—while it's one more thing to do, my players and I love rolling dice!)
Fixing Logarithmic Wounding Potential
So, the above
Logarithmic Wounding Potential Table is obviously a bit messed up. I had to start
really thinking with logarithms. In standard
Conditional Injury, every ×10 HP results in +6 RT (thanks to the
Size and Speed/Range Table). So, it follows that, if ×10 is +10 in the scale used in
Knowing Your Own Strength, then every +10 HP should be +6 RT. Either that, or it might have to be ×10^2 is +10 because standard HP is quadratic, which would make it every +20 HP is +6 RT.
If RTa is ×10 HP is +6 RT, RTb is +10 HP is +6 RT, and RTc is +20 HP is +6 RT, then...
Code:
HP RTa RTb RTc
1 -2 -2 -2
11 4 4 1
21 6 10 4
31 7 16 7
41 8 22 10
51 8 28 13
Though, theoretically, if ST are HP, RT should be even across Basic Lift, right?
Code:
BL RTa RTb RTc
2.5 1 -2 -2
25 4 4 1
250 7 10 4
2500 10 16 7
25000 13 22 10
250000 16 28 13
And
this is where the magic happens. Because, now, there's an obvious pattern between RTa and RTc. RTc is just RTa-3, which might mean that my initial set-point was wrong—I just put ST/HP 1 to RT -2 because that's what
Conditional Injury does.
It makes calculating RT from logarithmic ST much easier:
RT = (ST × 0.3) + 0.7
Yes, the parentheses don't need to be there, but it looks more organized to me.
Leftover Weird Bits
So, to have RT -2, you'd need to have HP -9. Yeah,
negative 9. That's... very different from the original working of this system, and I don't know how something like this will affect small things hurting each other.
I'm not sure what to do with weapons/damage or if I should just leave it.
RyanW's thread has some interesting ideas. Really, there should be a way to overhaul weapons to better fit this scheme. If there's a correlation between weapon damage and a force multiplier that says, for example, +1 damage represents ×1.n power, I'm not familiar with it. If it exists, it would just be a matter of converting that multiplier in addition.
As mentioned elsewhere, you could forgo even having swing damage and just make swung attacks have a +1 severity modifier.
There was another weird bit that I thought of, but I can't recall it now...