09-16-2011, 12:49 PM | #21 | |
Join Date: May 2008
Location: CA
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Re: Poll: Hit mechanics
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09-16-2011, 02:13 PM | #22 |
Join Date: Nov 2009
Location: Oregon
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Re: Poll: Hit mechanics
DR 6+ is easy enough to get in Fantasy games too, especially if you throw in enchanted armor.
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09-16-2011, 02:37 PM | #23 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Poll: Hit mechanics
One, then Three then Two. If you want some way around DR as #2 is trying (since it is nerfed), take Armor Divisor or Cosmic or something.
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09-16-2011, 02:50 PM | #24 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Poll: Hit mechanics
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(Well, you're point is valid in any case, precisely because we don't know the conditions Bruno is looking at, and thus it's important to note what the impact of her choice will be). I favor 1 because, all things being equal, I'm a big believer in KISS: Any GURPS player easily grasps the concept of a 1d6 innate attack. That's simple. Our "affliction that deals damage" is stranger and going to have unintended consequences. If we must go with an affliction, 2 is superior to 3 because it works more like we'd expect afflictions to, the only "strangeness" is that it deals damage, rather than some kind of effect.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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09-16-2011, 06:31 PM | #25 |
Join Date: Aug 2004
Location: Austin, TX
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Re: Poll: Hit mechanics
Don't you mean 3 (roll damage, apply DR) is better than 2 (apply DR as an HT bonus, ignore DR on the hit)? Version 2 is really strange to me, with odd effects like a 1d attack potentially penetrating DR8 armor on a unlucky but unexceptional roll.
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09-16-2011, 08:06 PM | #26 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Poll: Hit mechanics
This is my reasoning as well. Having more than one way to handle direct hits will confuse folks, especially newbies. And we kind of need newbies.
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09-16-2011, 08:24 PM | #27 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Poll: Hit mechanics
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All things considered, to me, 2 looks simpler (more like the base rules with the single exception of the fact that it's an affliction that deals damage) than 3 (which is like an affliction except for two exceptions: it ignores DR and deals damage, but thereafter applies DR to that damage).
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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09-17-2011, 02:14 AM | #28 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Poll: Hit mechanics
Let's stick with basic set armor ok? (Low Tech makes it worse by allowing more armor variety and higher DRs, but the prices are much higher). Mail is relatively cheap, and provides DR 4/2*.
Statistical results by Anydice Let's consider the 3 options: 1.- If the attacker makes his Innate Attack (or whatever he's using to hit) roll, the target gets to roll active defense (Dodge, unless it's taken with Blockable, this is weird, I though that it could be blocked by default. Does this mean that Captain America can't block Cyclops' eyebolts?). The attacker can try to get around it is a ranged feint or a prediction shot. If it hits, it must deal with DR, so it does 0, 0, 0, 0, 1, 2, average 0.5 damage. However, that's with the attacker always hitting, and the defender never making a defense roll. In the real world, it's probably skill 14 to hit, and dodge of 9, for a total expected damage of 0.5*0.9074*.625=0.2835625. Now, the target can do little to improve his defenses (Dodge is expensive) while the attacker can actually boost his attack easily (Skill is cheap) meaning that eventually, he would overpower the target's dodge with Prediction Shots. Ranged Feints will also send defenses down real fast. 2.- It's easy for the character to have HT 11 and Fit, and with DR4 armor, that bumps it to 16 (no need for more), where the rule of 16 makes it so you never get 50%, since ties go to the defender (actual change is capped at 45.36%). Now, considering that you get to add hit location penalties, range penalties, etc etc, you will be often facing higher resistance than attack. In the example above, at effective skill 14 vs effective resistance 16, the chances of it not being resisted are 27.94%. Expected damage: 3.5*.2794=0.9779 3.- Same conditions as above, resistance is overcome 63.69%, but expected damage if it hits is 0.5, as in the first case. This leads to a total expected damage of 0.31845. Things would quickly change if instead of 1d burning, you were doing more, like 4d burning. In this case, expected damage against DR 4 mail would be 10, while ignoring armor would give you an expected damage of 14. Repeating the same assumptions as above 1.- Expected Damage: 4.537 2.- Expected Damage: 3.9116 3.- Expected Damage: 6.369 The problem with 2, is that it doesn't scale well. Adding damage helps a lot penetrating DR, but using method 2, it does not, and you quickly hit a hard cap on your effectiveness. |
09-17-2011, 06:04 AM | #29 |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Poll: Hit mechanics
2 is good for modeling something like a high RoF attack of tendrils which get around past armor gaps, things like the 1pt attacks we shouldn't be modeling with area attack and RoF 300.
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09-17-2011, 06:25 AM | #30 |
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Re: Poll: Hit mechanics
Options 2 and 3 let you choose hit locations, apparently for free, so the 1d6 can be sent into the eyeslits or chinks, used to destroy fasteners, melt antennas, ignite carried ammo, and generally make life miserable if not end it.
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Tags |
attacks, malediction, powers |
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