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02-05-2009, 03:03 AM | #1 |
Join Date: Apr 2008
Location: Århus, Denmark
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Converting dice+adds?
When calculating damage from say melee weapons, how should the dice+adds be converted, if at all?
Do you convert each +3 as 1 die? Back in 3rd ed it was so, and a +7 was 2d. So if I calculated a damage of 1d+6 it wouldn't quite be 3d, but 2d+3. Or one could follow the steps of the Damage table from ST, where the steps are 1d+1, 1d+2, 2d-1, 2d, 2d+1, 2d+2, 3d-1 etc. Which is it? Because it makes a difference. Example a ST 11 man (Swing dam 1d+1) with a Mace (swing+3). Is is 1d+4? Or converted to 2d+1 (because one "unit" of +3 becomes +1d) Or (counting 3 "steps" up the ladder on the damage table) to 2d? I know "counting steps up the dam ladder" makes more sense for swing damage, because it rises 1 step per point raise in ST. But thrust could easily follow the same logic, since this damage rises in the same steps - although at a rate of one per 2 points of ST raise. I see pros and cons with all solutions. Consider a ST 12 man with a Mace and a ST 13 man with a Light Mace. The secondhas ST 1 higher, but a weapon with swing dam 1 lower than the other, This should even out. With +3 converting to 1d: The ST 12 (sw 1d+2) and Mace (sw+3) is 1d+5=2d+2 And the ST 13 man (sw 2d-1) and Light Mace (Sw+2) is only 2d+1 So it doesn't even out! With stepping up the damage ladder: ST 12 + Mace is 3 steps ud from 1d+2 to 2d+1 ST 13 + Light Mace is 2 steps up from 2d-1 to 2d+1 This *does* even out Lets try thrusting damage, using a Spear used 2-handed for thr+3 ST 10, thr 1d-2 becomes 1d+1 ST 11, thr 1d-1 becomes 1d+2 ST 12 as ST 11 ST 13, thr 1d becomes 2d (using +3=1d) or 2d-1 (stepping 3 steps up the progression of damage) and so on What to do?
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Playing GURPS since '90, is now fluent in 4th ed as well. |
02-05-2009, 03:12 AM | #2 |
Join Date: Jan 2008
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Re: Converting dice+adds?
Check out B269.
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02-05-2009, 03:17 AM | #3 | |
Join Date: Oct 2004
Location: Yorkshire, UK
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Re: Converting dice+adds?
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02-05-2009, 03:20 AM | #4 | |
Join Date: Jun 2006
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Re: Converting dice+adds?
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02-05-2009, 05:34 AM | #5 | |
Join Date: Sep 2004
Location: Torino, Italy
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Re: Converting dice+adds?
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Note, however, that Kromm advised against the conversion, saying that converting dice+adds can mess up with some rules (such as Weapon Master, Karate, All-out attack and other things who grant a bonus "per die"). He also said that, if you don't convert dice+adds, weapon masters and big weapons have a more predictable damage and a higher minimum damage, and this is only fair.
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02-06-2009, 12:14 AM | #6 | |
Join Date: Apr 2008
Location: Århus, Denmark
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Re: Converting dice+adds?
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Aha, so the official ruling is more or less to not convert, in order to have the "bonus/reduction per die" function as intended. But how about weapons dealing damage as swing minus something? Results of a ST 13 man with a knife doing swing damage of 2d-3??? Or this point to be disregarded, since very few weapons do sw-x damage, almost all are at sw or sw+x? The only way an attack (swung most likely) becomes several dice, is if the base damage, based on ST is several dice. E.g. a ST 12 man has swing dam 1d+2, no swung weapon of his will ever roll more than 1d, but with huge adds. While the ST 13 guy has swing 2d-1, all his swung weapons will deal 2d+something.
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Playing GURPS since '90, is now fluent in 4th ed as well. |
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02-06-2009, 05:25 AM | #7 | |||
Join Date: Sep 2004
Location: Torino, Italy
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Re: Converting dice+adds?
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02-06-2009, 05:34 AM | #8 | |
Join Date: Sep 2008
Location: Örebro, Sweden
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Re: Converting dice+adds?
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Or am I clinging to an old 3ed remnant?
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02-06-2009, 05:37 AM | #9 | |
Join Date: Aug 2007
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Re: Converting dice+adds?
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02-06-2009, 05:27 AM | #10 |
Join Date: Sep 2008
Location: Örebro, Sweden
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Re: Converting dice+adds?
I personally keep all dice+adds through all modifications relevant to the end, and only if I end up with adds over +5 do I look at converting.
IF I convert, I use the +7 => 2d guideline. A Weapon Master of Greatswords that have ST 13 (sw 2d-1) and skill DX+2 (+2/die dmg) with a fine quality Greatsword (sw+4), I feel him entitled to his 2d+7 damage OR 4d as he choose. That's either a minimum of 9 points of damage with a maximum of 19, or 4 to 24 damage. I find it only fair that such a character could deal Major Wounds whenever he strikes (Ok, with plate armour and lots of HP you can avoid major wounds ... but then you're designed to be a tank) or get chancy with his attacks. A ST12 (swing 1d+2) guy with a fine great axe (sw+4) with punissence +2 wouldn't get that option of rolling 1d+8 or 3d+1, but be forced to roll at 3d+1, since while he could do a lot of damage, there's nothing to assure it.
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modifying dice + adds |
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