09-10-2009, 05:51 PM | #1 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Taking a skill penalty to increase damage
I have seen a few board members discuss that they were unhappy at how random damage is for highly skilled warriors, and proposed that taking a reduction in skill during an attack may increase damage by 1 or 2 per die (up to the maximum normal amount). Has anyone worked out a more formal houserule and if so, how has it worked for you?
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09-10-2009, 06:14 PM | #2 |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Taking a skill penalty to increase damage
This is already covered by Martial Arts. The GM can allow a virtual "technique" which is -2 to skill for +1 damage, or -4 to skill for +2 damage (or +1/die if better). Note that this is definitely cinematic; realistic techniques which allow extra damage always come with some sort of trade-off in drawbacks.
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09-10-2009, 06:52 PM | #3 |
Join Date: Apr 2005
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Re: Taking a skill penalty to increase damage
You can do that in the RAW. It's called aiming.
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09-10-2009, 07:28 PM | #4 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Taking a skill penalty to increase damage
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09-10-2009, 07:31 PM | #5 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Taking a skill penalty to increase damage
if ROF is 2+ it will 8)
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09-10-2009, 07:33 PM | #6 |
Join Date: Jan 2006
Location: Central Europe
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Re: Taking a skill penalty to increase damage
I know some people use a mechanic similar to Karate where high skill in a melee weapon skill gives a bonus to damage. But that wouldn't decrease the randomness of the damage roll. In real life, the effects of wounds are highly unpredictable, and GURPS tries to represent that. Plus, rolling dice for damage is traditional :)
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09-10-2009, 07:34 PM | #7 |
Join Date: Feb 2008
Location: Lexington, KY
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Re: Taking a skill penalty to increase damage
Quick, what is the ROF on my sword?!
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09-10-2009, 07:41 PM | #8 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Taking a skill penalty to increase damage
No one's trying to take all the randomness out of the game, just some of it. Also note that you don't have to use this (these?) potential houserules.
By the way, while it's technically not allowed, adding a high Rate of Fire to a sword would be cool and evokes images of the Crissaegrim from Castlevania: Symphony of the Night. Last edited by Ragitsu; 09-10-2009 at 07:48 PM. |
09-10-2009, 08:04 PM | #9 |
Join Date: Feb 2008
Location: Lexington, KY
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Re: Taking a skill penalty to increase damage
I think you can do it in some other systems. It should be at least a +50% modifier, minimum.
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09-10-2009, 08:05 PM | #10 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Taking a skill penalty to increase damage
Mutants and Masterminds has the Autofire option for melee and ranged weapons alike, but that raises overall damage instead of causing you to land multiple hits.
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