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Old 04-18-2013, 02:22 PM   #27
Nymdok
 
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Join Date: Dec 2006
Location: Houston
Default Re: [DF] Solving for N

Quote:
Originally Posted by Anthony View Post
GURPS fights in general are very swingy; it's a function of low hit probabilities (counting successful active defenses as misses) and high damage per hit.
Thats really a function of how you set the dials on your bad guys. You can build low dmg, high hit% 'death of a thousand cuts' type monsters same as you can build 'haymaker' specialists.

Granted, it DOES take some large skill values, some that you may find beyond the tastes of your game, but they are possible.

Also, assigning a defensive penalty to the players (justify it how you see fit) but telling them Defend at AD -7 certainly brings it in line. Again, if such harsh modifiers are unsuitable for your game, you may want to build your monsters along a different line.

<aside>
Say for an AD of 14, you could have an Skill of 30 which means they would hit (roughly) 80% of the time. After DAing down to 16 brings the defenders Defense down to 7.

Getting through the DR (we assume DR 3 arbitrarily) and dealing only 1 dmg means that we need to have about 1d -3 after dr so 1d - the 3 from the DR suits us fine.

Now the odds that both of that happens together gives us about .8 dmg per turn.

Again, if you have no problem with the higher skills, and no problem with the low Dmg, then you can really build that or anything in between.
</aside>

The more dice you roll, the closer your going to get to that expectation, so in a way, these types of monsters should be more predictable.

Why would you have these kinds of attacks? Weak, Barbed tentacles maybe? A swarm of insects? Doesnt really matter why I suppose, but there they are just the same inside the envelope of these possiblilites and should be less swingy.

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