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Old 05-08-2017, 04:20 PM   #13
Mark Skarr
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Join Date: Feb 2005
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Default Re: Ramming Speed vs Throwing Speed with a side order of Log ST

No thanks, Anthony. That's wa-ay to unintuitive, and looks like it would increase combat time exponentially. I'm not trying to rebuild the damage system from the ground up, just trying to find a fix for a hole in Log ST.

Edit:
My first-draft, working solution:

Calculate throwing ranges normally (yes, this gives short ranges for massive lifts, I don't like it, but it seems balanced).

Look the distance thrown up on the Size Speed/Range table (for inbetween values, take the smaller value). Apply the Bonus from the SM column as bonus damage per die to the character's Thrust Damage.

The same would work for Slams: Look the speed moved up on the Size Speed/Range table (for inbetween values, take the smaller value). Apply the Bonus from the SM column as bonus damage per die to the character's Thrust Damage.

This would bring the damage values fairly in-line with one-another. Slams would still get their bonus damage for Sumo Wrestling, et al.

Edit 2:
The damage cap is a number of dice equal to the thrown object's/slammer's HP.

Last edited by Mark Skarr; 05-08-2017 at 04:32 PM. Reason: my working solution
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