11-16-2020, 02:44 PM | #21 | |
Join Date: Oct 2010
Location: earth....I think.
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Re: Which optional rules do you use for muscle-powered weapons and armors?
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Yes, there are, and this rule effects them too. What other ways are you thinking of that reduces HP? |
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11-16-2020, 02:56 PM | #22 | |
Join Date: Nov 2009
Location: GMT-5
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Re: Which optional rules do you use for muscle-powered weapons and armors?
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If you remember to multiply all that by 2.5, it should be fine. Especially if you like granularity and multiplication. We went with a higher ST divisor instead. Tomato, tomato. |
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11-16-2020, 03:05 PM | #23 | |
Join Date: Oct 2010
Location: earth....I think.
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Re: Which optional rules do you use for muscle-powered weapons and armors?
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11-16-2020, 03:24 PM | #24 |
Join Date: Jan 2006
Location: Central Europe
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Re: Which optional rules do you use for muscle-powered weapons and armors?
I like tweaks where swung damage is about 1.5 x thrust damage and ST 2x does twice the thrust damage of ST x, but in my last game I never bothered, it was a 'nerd tweak' to keep my autistic brain happy not something which made the game better for the players. This can work well if you re-scale what 1 HP of damage means.
I think there is a David Pulver article in Pyramid called "Survivable Guns" which gives full-power rifles and up about half damage and double Armour Divisor. They have too good armour penetration. I would not say they do an unreasonable amount of damage.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 11-16-2020 at 03:28 PM. |
11-16-2020, 08:58 PM | #25 |
Join Date: Feb 2009
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Re: Which optional rules do you use for muscle-powered weapons and armors?
1. Two handed melee weapons wielded two handed enjoy +1/die damage - gives extra kick for strong guys wielding two handers
2. Damage bonus for Karate, Weapon Master etc is players choice 3e Skill/5 or 4e +X / die. - means high skill, weak arms is a more legit choice, and you get a damage bonus starting at putting 1pt in a skill using 3e approach, but also burly storm giant weapon masters with ST 130 don't find the weapon master bonuses lost in the cloud using 4e method. 3. Trained ST applies to melee to, for both damage and parry bonuses |
11-17-2020, 09:23 PM | #26 |
Join Date: Dec 2013
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Re: Which optional rules do you use for muscle-powered weapons and armors?
I think you missed specifying how thrusting damage works. :)
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In which I post about a TL9-10 solar system http://forums.sjgames.com/showthread.php?t=169674 If you don't know why I said something, please ask. Assumptions are the death of courtesy. Disappointed in the behaviour I have too-often encountered here. |
11-17-2020, 10:19 PM | #27 |
Join Date: Oct 2010
Location: earth....I think.
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Re: Which optional rules do you use for muscle-powered weapons and armors?
Nope, that was on purpose. Can't give away ALL the bells with the whistles. :D
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11-17-2020, 10:53 PM | #28 |
Join Date: Dec 2013
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Re: Which optional rules do you use for muscle-powered weapons and armors?
I think I smell an upcoming publication...
__________________
In which I post about a TL9-10 solar system http://forums.sjgames.com/showthread.php?t=169674 If you don't know why I said something, please ask. Assumptions are the death of courtesy. Disappointed in the behaviour I have too-often encountered here. |
11-18-2020, 08:44 AM | #29 |
Join Date: Oct 2010
Location: earth....I think.
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Re: Which optional rules do you use for muscle-powered weapons and armors?
I wish, I am not that much of a writer and this ruleset change is HUGE. I am still going through all of 4e to see what ST touches and thus have to fix (When I remember to do so).
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11-18-2020, 10:52 AM | #30 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Which optional rules do you use for muscle-powered weapons and armors?
My system has a similar problem. It's easy to convert damage to wound potential, but ideally it is all done up front, and there are a lot of places it happens. I've got a super complex fall damage conversion that boils down to "look up fall distance of the SSR table and add X, maximum Y" in 99% of cases (the complexity comes in because it can also handle a mouse made of solid iron falling on Titan).
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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combat, optional rules |
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