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#11 |
Join Date: May 2008
Location: Colorado
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Unless my memory is way off.
This might really come into effect with Weapon Master and Force Swords. Since if I recall correctly a Force Sword is 8d or 9d and depending on skill level with Weapon Master is +8/+9 or +16/+18 damage. I personally have no problems with the straight up bonus damage. |
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#12 | ||
Join Date: Apr 2022
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(I'm a math brainlet so I'm not even trying to suss that one out mathematically, Edit: Because AFAIK the ST damage formula is somewhat arbitrary, or something.) (Furthermore, I don't know how to search the forum for something and restrict it to a single user...which I did try, but failed)
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#13 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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I have played and GMed Weapon Masters doing damage in the 3d+7 to 3d+10 range, and while it's very effective, it's also somewhat easier to handle than doing 5d or 6d. You have more idea of what the character is likely to achieve.
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#14 | |
Join Date: Aug 2004
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When flat damage mods, per-die damage mods, and conversion of mods to dice all come into play, a GM can get confused.
In this thread, Kromm offers the rationale behind the official way of doing things, which I'll take the liberty of quoting: Quote:
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#15 |
Join Date: Aug 2004
Location: Wellington, NZ
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The whole thing can, I think, be reduced to one simple rule: If you are converting adds to dice (or dice to adds for some reason), do it last.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#16 |
Join Date: Apr 2022
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I know its best form to quote but the page is still fresh so I'll just address the last posts directly, indirectly:
You all gave me a solution to a problem I failed to properly express. I think I made it look, or maybe the context did, that I didn't understand the application/usage of that optional rule. I have found results on that before I posted my question. The intent of my question was if the warning Lupo cited, was about the modifying dice and adds from B269... As in, is that optional rule, on page 269 of the fourth edition GURPS basic set 'secretly' problematic. Or was it some other conversion rule.. like "following the ST table progression" or "the 3e way with 3 being a bonus 1d" or whatever. But mainly the ST table progression, that's why I added that I'm a math brainlet because checking against that weird pattern to see "if it matches up" would have been too much for me, not impossible but ...quite a bit of work, cause I'm bad at math patterns, lol. (As well as trying to find that alleged warning of Kromm regarding such a conversion, which, again I thought was the ST damage table progression) But since noone said anything about that, and just explained the proper usage, it's safe to say that the B269 optional rule is sound, and I must have drawn a wrong conclusion from this thread and what Kromm (and others) warned about and touched on was the wrong way to use that rule, by not applying the per die damage bonuses to the base damage, but after already increasing the die count with the B269 rule and piling it on top of that, which inflates the final output somewhat. Again, I was mostly concerned if the B269 optional rule was secretly faulty and messes things up, especially since DFRPG seems to not have bothered with it either (but mostly for reasons to avoid maths at the table) This does not seem to be the case, and the optional rule is okay.
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#17 |
Join Date: Jun 2013
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From previous comments I've seen from Kromm, I believe the interpretation that Kromm warned against using the optional rule from B269 is actually the correct one. Kromm has expressed in the past (if memory serves), using the example t-bone quoted, that 4d+16 was preferable to 8d+2, to make the bonuses involved more reliable (it also avoids confusion about when to convert the adds to dice). But it's ultimately down to what the GM and rest of the group prefer; heck, I don't think you'd break anything if you just opt to decide whether or not to convert the adds just before you roll damage (although adding another decision could slow down play).
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#18 |
Join Date: Aug 2007
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If you wonder why anyone would create such a rule with its' possible confusion the Dice +Adds rule is older than Weapon Master and most other adds per die of damage as well. Those are a 4e thing. 3e just added flat amounts of bonus damage.
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Fred Brackin |
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#19 |
Join Date: Aug 2004
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I don't think any regular forum readers need to be told the following, but while we're on the topic, here are a couple of added points for future newcomers searching the forum for stuff about dice adds:
1. In the same thread I link to above, Kromm clarifies that, for simplicity, DFRPG officially does not use the "Modifying Dice + Adds" optional rule. (A GM is free to use it anyway, of course.) 2. Does 2d-1 damage count as two dice for purposes of "per die" adds? Or does it count as just one dice (as 2d-1 falls short of a full two dice)? I think most people would quickly guess the former, and they'd be correct: xd-y counts as x dice for damage add purposes. But a newcomer could be left wondering; as far as I can see, it's not spelled out in BS or DFRPG. I confirmed the answer for myself only by looking at examples, like pre-gen characters and the Blunt Claws text on B42. (Speaking of which, I'm not sure how said text's "2d-3" dam could come about; before the -1 for a punch, that would have to be 2d-2 dam, which the Damage Table doesn't offer. Meh, doesn't matter; the example's still sound.)
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#20 |
Join Date: Aug 2007
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Could be another 3e hangover. In 3e Punches were Thrust -2 not -1.
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Fred Brackin |
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