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#1 | ||
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Join Date: Jan 2018
Location: Portland, Maine
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From https://forums.sjgames.com/showthread.php?t=193088
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So perhaps any 0 point DAMAGE could become 1 point Fatigue damage. Consider it hitting with the flat of the blade. You know, a big bruise. It's not healable, and it disappears after a 15 minute rest. And any armor can stop it. This way you get something that is not a permanent damage, but still can consider you actually did something.
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- Hail Melee Fantasy Chess: A chess game with combat. Don't just take the square, Fight for it! https://www.shadowhex.com Last edited by JohnPaulB; 10-03-2023 at 10:21 PM. Reason: Added Link |
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#2 |
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Join Date: Jun 2019
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Ah goodie! A place to suggest actual changes...
To avoid 0 or even negative damage results entirely, every damage roll formula would have to have a minus amount no greater than the number of dice less one. That would tend to scale up damages at the low end. 1d6 could have no minus component, 2d6 could have -1, 3d6 could start as low as -2, etc. All to assure every roll does a minimum damage of 1. Then the progression of damages in the Weapons Table would look like: ST < 8: 1d6 ST 09: 1+1 ST 10: 1+2 ST 11: 2-1 ST 12: 2 ST 13: 2+1 ST 14: 2+2 ST 15: 3-2 ST 16: 3-1 ST 17: 3 ST 18: 3+1 ST 19: 3+2 ST 20: 3+3 ST 21: 4-3 ST 22: 4-2 etc But is something like that what we really want? The progression above the middle needs some tampering so the average damage always goes up with ST, which it doesn't here. Correct for that by swapping a few of those around, but then maximum damage sometimes goes down with a step up in ST. These are the vagaries of a d6 system.
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"I'm not arguing. I'm just explaining why I'm right." |
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#3 |
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Join Date: Jun 2008
Location: Boston area
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Sorry, where do you think the average damage steps down as ST increases? I didn't think that was the case.
Ah, never mind. I missed that you're stepping from 2d+2 to 3d-2. The former has an average of 9, while the latter 8.5. In RAW, we have a step from 2d+1 to 3d-2 (one-handed bastard sword to two-handed) and from 2d+2 to 3d (Great Hammer to Battle Axe). We never see a step from 2d+2 to 3d-2. You could, of course, just go from 2d+2 to 3d-1 or 2d+1 to 3d-2 to miss this troublesome spot. I haven't thought about whether it might appear at even higher values. Last edited by phiwum; 10-04-2023 at 08:10 PM. |
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#4 | |
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Join Date: Sep 2023
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and using a Battle Ax one-handed is at ST 18, while using a Great Sword one-handed happens at ST 19. Last edited by Drakenbow; 10-05-2023 at 12:29 AM. |
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#5 |
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Join Date: Sep 2023
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For One-Handed Swords and Maces/Axes the progression when looking at the ST chart for bare handed is like this. Bare handed damage being the base while the weapon damage and what modifier applied to get it. Last time I tried doing a chart the formating didn't hold so I used some ".." to help keep some formating. The "xxx" is when no one handed weapon is found for that ST.
The weapon is essentially a modifier to the ST damage. ST...BH....Swd...Mod......M/Ax...Mod <8..1-4....1-1...0+3......1-1...0+3 (dagger & club) 09..1-3....1+0...0+3......1+0...0+3 (Rapier & Hachet) 10..1-3....2-2...1+1......1+1...0+4 (Saber & Hammer) 11..1-2....2-1...1+1......2-1...1+1 (Short Sword & Mace) 11..1-2....xxx...xxx......1+2...0+4 (& Small Ax) 12..1-2....2+0...1+2......2+0...1+2 13..1-1....2+1...1+2......2+1...1+2 14..1-1....xxx...xxx.......xxx...xxx 15..1+0....xxx...xxx.......xxx...xxx 16..1+0....3-2...2-2.......xxx...xxx (Bastard Sword from 2h use to 1h) 17..1+1....3-1...2-2......2+2...1+1 (2handed Sword & Great Hammer*) 18..1+1....xxx...xxx......3+0---2-1 (Battle Axe one handed) 19..1+1...3+1...2+0......xxx...xxx (great sword one handed) *The Great Hammer is one which IMO does follow the progression of the damage. The flow goes up roughly +1 for every two ST (odd ST) for bare handed attacks, and the modifier goes up roughly +1 every two ST (even ST) but alternates with the bare handed damage chart. This is UP TO the ST of 17. As you all can note, the ST chart for bare handed attacks changes the steps of progression at 17, at 25, and again at 30. Hopefully, y'all can follow my thoughts. |
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#6 |
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Join Date: Jun 2018
Location: Durham, NC
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I like simple, so here is a simple solution. BTW, I don't mind the 0 damage but I like this solution enough I am considering it.
- All weapons: minimum damage of 1. (regardless of number of dice) - Fists and natural weapons: minimum damage of 0. That is it. I said it is simple. It does affect the low end weapons a lot: sha-ken stars, sling, thrown rock, spike shield and net. It is probably good that slings become more viable as it should historically speaking. Lower ST character will benefit the most. A couple of the weapons that benefit seemed like they were intended to sometime miss in damage or become unbalanced with a minimum of 1. Spike shield, thrown rock and net to me seem like they should remain at 0 but I prefer a simple rule and these do not come up often. Sha-ken throwing stars are the biggest concern. With each star doing a minimum of 1, unarmored targets can now get torn apart. Maybe. Keeping the 0 on animal attacks keeps the balance on envenomation and small animals remaining a nuisance. The affect on players may add to importance of armor. Even more characters will want at least Cloth Armor. Armor your wizards or anyone that can throw stones will chip away at his spell casting through wounds. It also makes punishments like 40 lashes with a whip or stoning (everyone gets to throw a stone) much deadlier. Last edited by Axly Suregrip; 10-05-2023 at 07:44 AM. |
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