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Old 05-24-2012, 03:52 PM   #141
Onkl
 
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Default Re: Combat Maneuvers Cheat Sheet

Hi guys, I've had some time at my hands and tried to improve the injury cheat sheet.

Injury Cheat Sheet 0.02

Any comments you might have would be appreciated.

I'm in the process of making a backpage for the sheet with all the mundane healing options available and some more tables.

Cheers

Onkl
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Old 05-24-2012, 04:09 PM   #142
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Default Re: Combat Maneuvers Cheat Sheet

awesome, I love these
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Old 05-24-2012, 07:36 PM   #143
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Default Re: Combat Maneuvers Cheat Sheet

Looks great as always.
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Old 05-24-2012, 08:34 PM   #144
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Default Re: Combat Maneuvers Cheat Sheet

Very cool, thank you.
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Old 05-24-2012, 08:34 PM   #145
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Default Re: Combat Maneuvers Cheat Sheet

Awesome. This is totally more than version 0.02 though. I'd call it a beta, at least. :-)
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Old 05-25-2012, 03:23 AM   #146
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Default Re: Combat Maneuvers Cheat Sheet

One thing the sheet could be clearer about is how crippling thresholds work. Essentially, you need to take more damage than the threshold for a limb to be crippled and it is this slightly higher number that must be doubled in order to sever a limb.

Here is a relevant example from p. B421:
"A blow to a limb or extremity can never cause more injury than the minimum required to cripple that body part. For example, if a man has 10 HP and suffers 9 points of injury to his right arm, he loses only 6 HP the minimum required to cripple his arm."

The sheet makes it seem like you only need to take HP/2 to cripple an arm but in fact you need to take (HP/2 + 1) rounded down which is often one higher. By the same token, damage needed to destroy an arm is often two higher than what you might expect from the sheet.
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Old 05-25-2012, 04:27 AM   #147
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Default Re: Combat Maneuvers Cheat Sheet

Quote:
Originally Posted by bcd View Post
One thing the sheet could be clearer about is how crippling thresholds work. Essentially, you need to take more damage than the threshold for a limb to be crippled and it is this slightly higher number that must be doubled in order to sever a limb.

Here is a relevant example from p. B421:
"A blow to a limb or extremity can never cause more injury than the minimum required to cripple that body part. For example, if a man has 10 HP and suffers 9 points of injury to his right arm, he loses only 6 HP the minimum required to cripple his arm."

The sheet makes it seem like you only need to take HP/2 to cripple an arm but in fact you need to take (HP/2 + 1) rounded down which is often one higher. By the same token, damage needed to destroy an arm is often two higher than what you might expect from the sheet.
Thanks, that's exactly what I am looking for. I will incorporate these correction in the next release.
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Old 05-25-2012, 09:24 AM   #148
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Default Re: Combat Maneuvers Cheat Sheet

Version 0.50 of the Injury Cheat Sheet.

There are still tons of errors, wrong formats, omissions... but it's getting there.

I've added a second sheet on which I have a lot of work to do.

As always, please help me make the sheet better for the benefit of all - so post those errors and whishes and...

Cheers

Onkl
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Old 05-25-2012, 12:17 PM   #149
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Default Re: Combat Maneuvers Cheat Sheet

Actually, the clearest way to state the crippling threshold is simply Over HP/2. The formula HP/2+1 isn't strictly correct. For example, if HP is 11, HP/2 = 5.5. 5.5+1=6.5, which would create rounding confusion (as it's greater than 6, so is 6 really enough to cripple?). However, the crippling threshold for HP 11 is, in fact, 6.

Strictly speaking, ROUNDDOWN(HP/2)+1 is correct, but it's a bit cumbersome.
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Old 05-25-2012, 01:45 PM   #150
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Default Re: Combat Maneuvers Cheat Sheet

Quote:
Originally Posted by apoc527 View Post
Actually, the clearest way to state the crippling threshold is simply Over HP/2. The formula HP/2+1 isn't strictly correct. For example, if HP is 11, HP/2 = 5.5. 5.5+1=6.5, which would create rounding confusion (as it's greater than 6, so is 6 really enough to cripple?). However, the crippling threshold for HP 11 is, in fact, 6.

Strictly speaking, ROUNDDOWN(HP/2)+1 is correct, but it's a bit cumbersome.
Thanks

Injury Cheat Sheet 0.51
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