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02-25-2010, 05:46 AM | #1 |
Join Date: Feb 2010
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COMBAT (Optional Rule): "Modifying Dice + Adds": Why changed in 4th edition?
Hi,
I remember in GURPS 3rd ed. on the sidebar of p. 114, there was an Optional Rule called "Modifying Dice + Adds: An Optional Rule." It stated that any +7 to damage could be turned into 2d of damage and any +3 could be turned into 1d of damage. Now, in GURPS 4th ed., on p. 269, it says in the Optional Rule that any +4 becomes 1d of damage and any +7 becomes 2d of damage. Why has the 1d changed from +3 to +4 ??? Why is it harder now to get that +1d ??? |
02-25-2010, 05:56 AM | #2 |
Join Date: Aug 2005
Location: Denmark
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Re: COMBAT (Optional Rule): "Modifying Dice + Adds": Why changed in 4th edition?
My guess:
Because being able to turn +3 into +~3.5 is unbalancing. Changing +4 to +~3.5 is more fair because you have to give something up for the "benefit" of getting to roll a die more (and thus getting a higher max damage). |
02-25-2010, 05:57 AM | #3 | |
Join Date: Jul 2005
Location: Jeffersonville, Ind.
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Re: COMBAT (Optional Rule): "Modifying Dice + Adds": Why changed in 4th edition?
If I had to guess it would be the fact the "average" roll on 1d6 is actually 3.5 and 4th Ed. introduced new rounding rules, which mean the half point is rounded up instead of down. ]
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The user formerly known as ciaran_skye. __________________ Quirks: Doesn't proofread forum posts before clicking "Submit". [-1] Quote:
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02-25-2010, 06:12 AM | #4 | |
Join Date: Feb 2010
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Re: COMBAT (Optional Rule): "Modifying Dice + Adds": Why changed in 4th edition?
Quote:
Sincerely, Mr Pib. |
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02-25-2010, 10:57 AM | #5 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: COMBAT (Optional Rule): "Modifying Dice + Adds": Why changed in 4th edition?
This is simply because +1d is actually +3.5 on average, and neither +3 nor +4, but +4 is more consistent with the damage progression the game uses:
.Notice how shifting up three steps doesn't give you a full die on this sequence, while a four-step shift does. This is why we equate +4, not +3, to +1d. There's no need to use this logic for +7, since +2d averages +7 and not some fractional quantity.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
02-25-2010, 11:08 AM | #6 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: COMBAT (Optional Rule): "Modifying Dice + Adds": Why changed in 4th edition?
I never did like the +3 = +1d rule. I've used a different option going back to the 3e days:
+3 = +1d-1 +4 = +1d +5 = +1d+1 +6 = +2d-1 +7 = +2d
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
02-25-2010, 01:28 PM | #7 | |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: COMBAT (Optional Rule): "Modifying Dice + Adds": Why changed in 4th edition?
Quote:
Nd+0=Nd Nd+1=Nd+1 Nd+2=Nd+2 Nd+3=(N+1)d-1 Nd+4=(N+1)d This sort of nerfed big bonuses (+8 was only +2d, while it should be +2d+1), but hell, it was enough. Of course, I was young, and English is not my native tongue, so I understood about half of the rules, and sort of improvised the rest. |
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Tags |
4th edition, combat rules, modifying dice + adds, optional rules, rounding |
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