06-03-2017, 10:55 AM | #1 |
Join Date: Jul 2015
Location: Phoenix, AZ
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Dice+Adds in inverse
I don't think it is mentioned anywhere, but it seems intuitive, but I still feel the need for a clarification: Does the optional rule for modifying Dice+Adds work for large negative modifiers?
Let's say two examples: 2d+5 = 2d+1d+1 = 3d+1 Does the inverse also apply? 2d-5 = 2d-1d-1 = 1d-1 And similarly 5d+12 = 5d+2d+1d+1 = 8d+1 Does this apply in inverse? 5d-12 = 5d-2d-1d-1 = 2d-1
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06-03-2017, 10:59 AM | #2 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: Dice+Adds in inverse
Officially, Dice+Adds only apply for adding extra dice. Of course it's already an optional (=house) rule to use Dice+Adds, so as a house rule you could certainly apply it to negative damage modifiers as well, however this can result in some odd results.
I've always used a more advanced Dice+Adds myself, but never applied it to negative damage mods. +3 = +1d-1 +4 = +1d +5 = +1d+1 +6 = +2d-1 +7 = +2d
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06-03-2017, 04:07 PM | #3 | |
Join Date: Sep 2011
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Re: Dice+Adds in inverse
Quote:
However, you do need to be aware that using Dice + Adds changes the range of values for damage and also changes the minimum and maximum damage possible on any given hit. 2d+5 has a range of 7 - 17; while 3d+1 has a range of 4 - 19. 5d+12 has a range of 17- 42; while 8d+1 has a range of 9 - 49. You're trading the possibility of lower damage for a chance at higher damage than would be possible without Dice + Adds. The reverse is true for Dice - Adds. 2d-5 has a range of -3 - 7, effectively 0 - 7; while 1d-1 has a range of 0 - 5. 5d-12 has a range of -7 - 18, effectively 0 - 18; while 2d-1 has a range of 1 - 11. If you're comfortable with the lowered maximum damage possible, go for it. Last edited by Curmudgeon; 06-03-2017 at 05:50 PM. |
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modifying dice + adds |
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