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Old 06-24-2022, 11:55 AM   #11
zoncxs
 
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Default Re: LogHP Idea

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It's a modest size table (probably 6 entries on a decibel setup), but it's still table lookup. Which you might need to do multiple times for layered DR.
How many layers do you draw the line at then? Cause 2-3 layers is not enough for me to throw my hands up and say "This is too much to look up!"
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Old 06-24-2022, 12:06 PM   #12
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Default Re: LogHP Idea

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How many layers do you draw the line at then? Cause 2-3 layers is not enough for me to throw my hands up and say "This is too much to look up!"
It's not impossible, it just rapidly turns into more work than not using log HP, at which point why are you bothering?
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Old 06-24-2022, 12:22 PM   #13
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But don't you also have to look up how much damage someone does at certain ST levels? Also what the range penalties are for certain distances? Especially in a long range fight, weather it be with bows are guns, you have to look up the range penalty with every attack. What about when you throw something? that is also a table to determine how much damage the thrown object does. What about falling? There is a table for velocity from falling too. HP for an object? There is a pre-calculated table for that as well. My point is that there are at least half a dozen tables that would be need and used for a game, adding one more that is small in comparison to the others (I think the smallest is the thrown object damage table), should not make or brake it. Then again, I personally have no problems with that, though I understand other people do.
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Old 06-24-2022, 12:32 PM   #14
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Default Re: LogHP Idea

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But don't you also have to look up how much damage someone does at certain ST levels?
That's a one-time lookup.
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Also what the range penalties are for certain distances?
Range penalty lookup is actually pretty annoying.
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What about when you throw something? that is also a table to determine how much damage the thrown object does.
Also terrible, but usually resolved by no-one actually throwing anything.
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My point is that there are at least half a dozen tables that would be need and used for a game, adding one more that is small in comparison to the others.
A lot of them are quite rarely used.
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Old 06-24-2022, 08:43 PM   #15
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Default Re: LogHP Idea

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The universal problem with log damage systems is that implementing DR is a huge pain: logarithms turn multiplication and division into addition and subtraction, but they turn addition and subtraction into table lookup.
It depends on on how you implement it. I essentially use DR as is, so the only "log math" is when you stack DR. For that I use the same progression as I'm using here (+3/+2/+1/+0), but it doesn't come up often if at all.

The diminishing to non-existent returns is also why Supers in my games tend to not wear much armor if they already have DR.
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Old 06-26-2022, 05:14 AM   #16
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Default Re: LogHP Idea

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It depends on on how you implement it. I essentially use DR as is, so the only "log math" is when you stack DR. For that I use the same progression as I'm using here (+3/+2/+1/+0), but it doesn't come up often if at all.
So pretty much what you're doing is just changing the way damage accumulates. There are a few oddities in the implementation, if I understand correctly. For example, it looks like taking 2 damage is sometimes worse than taking 3 damage.

Taking 2 damage repeatedly:
2, 4, 6, 8, 10, 12, 14, 16....

Taking 3 damage repeatedly:
3, 6, 7, 8, 9, 9, 9, 9....
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Old 06-26-2022, 06:46 AM   #17
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Default Re: LogHP Idea

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So pretty much what you're doing is just changing the way damage accumulates. There are a few oddities in the implementation, if I understand correctly. For example, it looks like taking 2 damage is sometimes worse than taking 3 damage.

Taking 2 damage repeatedly:
2, 4, 6, 8, 10, 12, 14, 16....

Taking 3 damage repeatedly:
3, 6, 7, 8, 9, 9, 9, 9....
If you take 2 damage repeatedly, it goes

2, 5, 6, 7, 8, 8, 8, ...
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Old 06-26-2022, 07:14 AM   #18
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If you take 2 damage repeatedly, it goes

2, 5, 6, 7, 8, 8, 8, ...
There's a provision for damage below 3, so the progression should be:
2, 4, 6, 7, 8, 8, 8, ...

Three should be:
3, 6, 7, 8, 9, 9, 9, ...

If you have HP10, it takes 4+ damage effects to get into the lethal or KO range. If you have a lower HP, it less damage will get into lethal or KO fairly fast. If you have higher HP, it takes high damage effects to get you into lethal or KO.

Under the current system a normal man could eventually (actually it doesn't even take that long) punch an elephant to unconsciousness then death. Under this system, you'll bruise it a bit and have a very ****** off elephant.
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Old 06-27-2022, 11:07 PM   #19
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Default Re: LogHP Idea

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There's a provision for damage below 3, so the progression should be:
2, 4, 6, 7, 8, 8, 8, ...

Three should be:
3, 6, 7, 8, 9, 9, 9, ...
Okay, I can see what was intended now (can't really figure how I missed it, but I've been pretty sick for a few days so let's blame that). I suppose it could maybe be made clearer. I somehow interpreted the "If you take additional damage > 3" to mean the altered accumulation rules only kick in for damage greater than 3, but it is supposed to kick in for any amount of damage when you already have 3.

It still creates a potential oddity where wounds are not necessarily commutative: 2+8=10 but 8+2=8 (assuming 99.2 degree brain understands better than 102.1 degree brain) You might not consider that a problem, or one serious enough to need addressing.
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Old 06-27-2022, 11:21 PM   #20
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I read it as 2+8 = 8.
But I found the table version easier to read before - my brain has been trained...
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