12-30-2006, 09:11 AM | #1 |
Fist-Wavin' Shatner
Join Date: Aug 2004
Location: US - VA
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Proper bonus add progression
What is the correct RAW method for adding up total damage modifiers (sw & thr) given the following:
ST15 (1d+1 thr / 2d+1 sw) * bastard sword (cutting) (+2 thr / +1 sw) * quality (very fine sharp @ +2 dmg) * enchanted (+4 dmg) * weapon master @ +2/die What if making an AoA (strong)? What if using the sword two-handed (+1 dmg)? What if adding an advantage that increases striking ST by +10 ... (total ST 25)
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12-30-2006, 10:10 AM | #2 | ||||
Join Date: Sep 2004
Location: Münster, Germany
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Re: Proper bonus add progression
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and 2d+1+2+2+4+4 = 2d+13 cut respectively 5d+2 cut. But note that there is no official spell that gives a damage bonus of +4, Puissance +3 is the best you can get in GURPS Magic. Quote:
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Last edited by Nikolai; 12-30-2006 at 10:15 AM. |
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12-30-2006, 10:39 AM | #3 | ||
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Re: Proper bonus add progression
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Thrust 2D +2 +2 +2 +4 +4 = 2D+14, With adds to dice 6D Swing 5D -1 +1 +2 +4 +10 = 5D +16, With adds to dice 9D+2 With AOA (Strong): Thrust 2D +2 +2 +2 +4 +4 +2 = 2D+16, With adds to dice 6D+2 Swing 5D -1 +1 +2 +4 +10 +5 = 5D +21, With adds to dice 11D Two handed: Thrust 2D +2 +2 +2 +4 +4 +1 = 2D+15, With adds to dice 6D+1 Swing 5D -1 +1 +2 +4 +10 +1 = 5D +17, With adds to dice 9D+3 Two handed With AOA (Strong): Thrust 2D +2 +2 +2 +4 +4 +1 +2 = 2D+17, With adds to dice 6D+3 Swing 5D -1 +1 +2 +4 +10 +1 +5 = 5D +22, With adds to dice 11D+1 Last edited by NineDaysDead; 12-30-2006 at 01:13 PM. Reason: Because Nikolai is right |
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12-30-2006, 12:27 PM | #4 | |
Join Date: Sep 2004
Location: Münster, Germany
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Re: Proper bonus add progression
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But any GM could certainly rule that high levels of Magery do add additional levels of effect even for enchantment spells in his campaign. But he would have to make up the approriate energy costs for each spell. |
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12-30-2006, 12:35 PM | #5 | ||
Join Date: Sep 2004
Location: Münster, Germany
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Re: Proper bonus add progression
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12-30-2006, 01:32 PM | #6 | |
Banned
Join Date: Aug 2004
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Re: Proper bonus add progression
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12-30-2006, 11:25 PM | #7 |
Join Date: Dec 2004
Location: Concord, NC
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Re: Proper bonus add progression
Well there is no further scale to determine the cost of a +4 puissance enchantment, 3 data points are a bit low to come up with a trend. However it's obvious that the cost would be between 25,000 and 30,000 energy, which would be an awful lot of enchanting for a very expensive item in any event.
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12-31-2006, 07:52 AM | #8 | |
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Re: Proper bonus add progression
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Is it +4 = 1 die, +7 = 2 dice, +10 = 3 dice, +14 = 4 dice? Isn't there a chart somewhere that gives the changes? When does Weapon Master get added - right the end when all other mods are made? If AoA changes the die tally, is it before or after WM? I mean, if the sword does 2d+1 thr / 2d sw, the ST 15 user would then rate as 3d+2 thr / 4d+1 sw. So WM would add +6/ +8 for 5d+1 thr / 6d+2 sw? AoA strong is +2 or +1 per die: is that +3/+4 or +5/+6? Then again, if the following is correct: 3d+2, AoA +3 = 4d+1, WM +8 = 6d+2 versus 3d+2, WM +6 = 5d+1, AoA +5 = 6d+2; does it matter which comes first?
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12-31-2006, 08:02 AM | #9 | ||
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Re: Proper bonus add progression
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12-31-2006, 08:34 AM | #10 | |
Join Date: Sep 2004
Location: Münster, Germany
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Re: Proper bonus add progression
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The official way to do it is to add *everything* including Weapon Master damage boni and AoA boni before converting adds to dice. (P. B269 is quite explicit: "If a modifier is given "per die of damage," apply it per die of basic thrusting or swinging damage, before you convert adds to dice.") And yes, that means that it isn't always a straight +2 or +1/die for AoA (Strong) because you have to consider if another +3 or +4 of adds are necessary for the next die. I agree that this can be a hassle in the heat of combat action in play. That is why I have added a "damage with AoA (Strong)" column on my character sheets. Last edited by Nikolai; 12-31-2006 at 08:48 AM. |
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modifying dice + adds |
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