06-24-2013, 11:26 AM | #11 |
Join Date: Sep 2012
|
Re: Another batch of questions about realistic damage
|
06-24-2013, 12:06 PM | #12 |
Join Date: Jul 2008
|
Re: Another batch of questions about realistic damage
Hah, I see. I hadn't realized the .303 British only existed as a black powder cartridge as a stopgap for its smokeless incarnation, in imitation of similar-caliber smokeless propellant rifles already in service elsewhere.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
06-24-2013, 12:45 PM | #13 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
|
Re: Another batch of questions about realistic damage
|
06-24-2013, 01:11 PM | #14 |
Join Date: Dec 2012
|
Re: Another batch of questions about realistic damage
My gut says that strength, multiplied by leverage and/or cross section makes a great deal of sense for these sorts of calculations. But I do wonder - are there any other game systems that use anything remotely like this to calculate damage? It seems like everything else is a weapon damage die (or dice) plus a bonus if appropriate for strength or size of the wielder.
|
06-24-2013, 01:47 PM | #15 |
Join Date: Sep 2004
Location: Canada
|
Re: Another batch of questions about realistic damage
I can't remember what Hero does off hand, but the dice-pool based systems tend to heavily weight the attribute, like GURPS. They just don't have a separate lookup table step - you just roll your Strength (or whatever) directly. How the weapon interacts with the roll depends on the system: adjust difficulty, give flat bonus successes, give extra "strength" dice...
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
06-24-2013, 02:34 PM | #16 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Another batch of questions about realistic damage
Hero basically does 'strength dice + weapon dice', and strength dice are converted if the weapon has a different type. There are a number of game systems that are 'strength + weapon', actually; it also describes Shadowrun and Vampire.
|
06-24-2013, 03:27 PM | #17 |
Join Date: Dec 2012
|
Re: Another batch of questions about realistic damage
That's funny, I thought about Hero, but about weapons directly, rather than the Strength stat. Strength stat can add to weapon damage, all the way to doubling it, but if you have no weapon, it's just your strength that determines damage. So that's a bit of a hybrid.
I had totally forgotten about Shadowrun. That system is very much like GURPS, with static adds to STR. |
06-24-2013, 03:38 PM | #18 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Another batch of questions about realistic damage
Except that in Shadowrun, all your damage is static, so it's just as accurate to say it's a static damage bonus for STR; the only randomness comes from margin of success (and soak rolls). Basically, in the GURPS paradigm you have dice for strength and static bonuses for weapons, in the D&D paradigm you have dice for weapons and static bonuses for strength, in Hero you have dice for both weapons and strength, in Shadowrun you have static bonuses for both weapons and strength.
|
06-25-2013, 02:10 AM | #19 | |
Join Date: Jan 2010
Location: Brighton
|
Re: Another batch of questions about realistic damage
Quote:
|
|
Tags |
realistic strength |
|
|