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Old 09-10-2009, 05:51 PM   #1
Ragitsu
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Default Taking a skill penalty to increase damage

I have seen a few board members discuss that they were unhappy at how random damage is for highly skilled warriors, and proposed that taking a reduction in skill during an attack may increase damage by 1 or 2 per die (up to the maximum normal amount). Has anyone worked out a more formal houserule and if so, how has it worked for you?
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Old 09-10-2009, 06:14 PM   #2
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Default Re: Taking a skill penalty to increase damage

This is already covered by Martial Arts. The GM can allow a virtual "technique" which is -2 to skill for +1 damage, or -4 to skill for +2 damage (or +1/die if better). Note that this is definitely cinematic; realistic techniques which allow extra damage always come with some sort of trade-off in drawbacks.
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Old 09-10-2009, 06:52 PM   #3
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Default Re: Taking a skill penalty to increase damage

You can do that in the RAW. It's called aiming.
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Old 09-10-2009, 07:28 PM   #4
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Default Re: Taking a skill penalty to increase damage

Quote:
Originally Posted by Sense of Duty (Kittens) View Post
You can do that in the RAW. It's called aiming.
Aiming, in and of itself, does not add to a roll for a firearm's damage.
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Old 09-10-2009, 07:31 PM   #5
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Default Re: Taking a skill penalty to increase damage

Quote:
Originally Posted by Ragitsu View Post
Aiming, in and of itself, does not add to a roll for a firearm's damage.
if ROF is 2+ it will 8)
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Old 09-10-2009, 07:33 PM   #6
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Default Re: Taking a skill penalty to increase damage

I know some people use a mechanic similar to Karate where high skill in a melee weapon skill gives a bonus to damage. But that wouldn't decrease the randomness of the damage roll. In real life, the effects of wounds are highly unpredictable, and GURPS tries to represent that. Plus, rolling dice for damage is traditional :)
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Old 09-10-2009, 07:34 PM   #7
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Default Re: Taking a skill penalty to increase damage

Quick, what is the ROF on my sword?!
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Old 09-10-2009, 07:41 PM   #8
Ragitsu
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Default Re: Taking a skill penalty to increase damage

No one's trying to take all the randomness out of the game, just some of it. Also note that you don't have to use this (these?) potential houserules.

By the way, while it's technically not allowed, adding a high Rate of Fire to a sword would be cool and evokes images of the Crissaegrim from Castlevania: Symphony of the Night.

Last edited by Ragitsu; 09-10-2009 at 07:48 PM.
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Old 09-10-2009, 08:04 PM   #9
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Default Re: Taking a skill penalty to increase damage

I think you can do it in some other systems. It should be at least a +50% modifier, minimum.
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Old 09-10-2009, 08:05 PM   #10
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Default Re: Taking a skill penalty to increase damage

Mutants and Masterminds has the Autofire option for melee and ranged weapons alike, but that raises overall damage instead of causing you to land multiple hits.
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