03-31-2021, 10:17 AM | #21 | |
Join Date: Oct 2004
|
Re: [Lite] wound modifiers
Quote:
|
|
03-31-2021, 10:47 AM | #22 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: [Lite] wound modifiers
It's a more verbose character sheet but reduces calculation in play. It would be less of an issue if pi didn't have variants, it's already common to have different DR vs Cut or Imp.
|
03-31-2021, 03:54 PM | #23 |
Join Date: Aug 2004
Location: traveller
|
Re: [Lite] wound modifiers
|
04-07-2021, 09:34 AM | #24 | ||
Join Date: Sep 2016
Location: Montreal
|
Re: [Lite] wound modifiers
Quote:
Quote:
The hard part is the same as the default rules, Multiplying the damage. Worst case it’s the same level of complexity. There are different ways to solve this. If not using hit locations, scaling the damage dice is a simple way. You might still have to account for Unliving and Homogenous depending on the game you run. Scaling up damage also offer the effect of finer damage. 1D x2 can never give you a result of 7 that 2D can. Advantageous or disadvantageous? For hit locations, either pre-write the scaled damages on the sheet , this can be rather intense if you have more than a couple of attacks to record. This is were a simple lookup table can be practical. For new players (or older players, like me, that don’t have the same stamina for long play sessions) I would highly recommend it. Again it solves the issue of rounding fractional damage. With a bit of experience, you can do away with it. If using playing aids, you could have combat cards for each weapons with multiple damage entries. I also need to give credit to Bontainer for this. He the first one I saw use such system. You can checkout some his examples http://forums.sjgames.com/showthread.php?t=127491 https://peterssoftwareprojects.com/2...weapon-charts/ Here he even remap damage over 3d to 3d. https://peterssoftwareprojects.com/2...mal-catalogue/ Last edited by pierseb; 04-07-2021 at 11:06 AM. Reason: typing error |
||
Thread Tools | |
Display Modes | |
|
|