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Old 12-23-2018, 12:04 AM   #11
Plane
 
Join Date: Aug 2018
Default Re: Bleeding rules (via bullets) revisited

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Originally Posted by evileeyore View Post
One way to solve is this to not round dice. And if you're already not rounding dice, then do as Fred suggested and reduce to a multiple.

So 10d damage can become 5dx2, or even 2dx5. Which ever introduces enough 'swing' for your taste. I don't do this as my Players get visceral satisfaction from big handfuls of dice hitting the table.
To keep a common curve, everything would need to be a multiple of the same underlying amount. Perhaps 3d since that's what we would be using for skill rolls anyway?

1d and 2d could be done as 3d/3 and 3d*2/3
4d and 5d could be done as 3d*4/3 and 3d*5/3

You could drop all fractions, or maybe keep track of it to a single decimal point for fun.
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Old 12-23-2018, 09:06 AM   #12
Fred Brackin
 
Join Date: Aug 2007
Default Re: Bleeding rules (via bullets) revisited

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Originally Posted by Plane View Post

B420 doesn't seem to treat this differently for higher HP creatures like "High HP and Healing" does on B424.
It should do it.
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