From: | Zixx <t_berghoff@*********.NETSURF.DE> |
---|---|
Subject: | reworked damage-system |
Date: | Fri, 26 Dec 1997 03:11:57 +0000 |
We don't need a flood of "But why?"-messages...
Anyway, this is something a friend of mine and me came up with lately
(Well, I came up with ideas and he told me it sucked until there was
something not completely boken :)). It's based on Steve K.'s system and
what came of my discussion with losthalo (yup, I finally rewrote the
damage-codes)
Anyway, here it is:
(Note: This is far from completed and I'd like your feedback to get it
working)
---------------------------------------[snippa!]---------------------------
First of all, a quick summary:
-Physical damage is only resisted with armor
-Damage is measured in damage boxes instead of the old 9M or 4M2-codes
-Stun damage is resisted with a armor and parts of body OR willpower
-The number of damage boxes you can survive is based on your body
Physical damage:
Physical damage is actual wounds and as Steve Kenson so eloquently said,
muscles are not going to stop bullets. So when resisting physical-damage,
you roll your armor-rating against the number of damage-boxes (Let's call
the DBs...reminds me of assembler...). For every succsess you get, the
damage is reduces by one DB. Note that the number of sucsesses the attacker
gets are added to the DBs after that.
Example: Sam the Sam fires a bullet at Vicy, the victim. Sam fires a weapon
that does...say 6 DBs (I haven't yet figured any actual damage codes out),
Viccy has body 3 and Sam firearms 4. Now Vicy got shot last week while
shopping and got herself an armor-vest (ballistic 4).
Sam shoots and gets 2 sucsesses, Vicy's player rolls 4 dice against 6 (the
weapons damage) and get's 1 succsess. That's 6DB + 2 (for Sam's roll) - 1
(for Vicy's vest) = 7DB. So Vicy is pretty close to death.
If she had 4 successes (ok, that's unlikely...) it would have been
6+2-4MBs
Stun damage
While a tough body might not stop stop bullets, it does stop fists. So when
resisting stun, you roll 1/2 of the char's body OR willpower plus armor.
This is also true when resisting drain (mainly because I always wanted a
troll-shaman that didn't suck:))
The character:
Every character get 7+body boxes on his damage monitor for physical and
7+body OR 7+willpower boxes for stun damage. This allows a char to control
himself when taking stun damage and as drain is much harder to resist (see
'stun damage' above) it allows high willpower-mages to cast more spells
than someone with low willpower)
Melee combat:
While firearms are rather easy to convert, melee is a bit harder, as you
have to include the strenght into the damage. What we came up is to add 1/3
of the strength (round up) to the damage. We figured that it doesn't matter
much how hard you stab someone with a knife, but with blunt weapons this
isn't really true. OTOH I wouldn't want another system for blunt weapons.
Oh yeah, I nearly forgot to add, that I'm (this time without my friend)
toying around with adding physical damage to the stun, if a certain degree
is reached (say, if the attacker does more than 6 DBs, you add half of the
DBs as physical. That way, a troll with a baseball-bat *does* break some
bones)
Drain:
This is something I'm not really happy with. Anyway, the basic idea was to
give every spell a base drain (a number of DBs) and add something like 1/2
of the force to this. So if a firebomb did 6 DBs of drain, a force 6
firebomb did 9 DBs of drain (And I doubt anyone can resist that). As for
centering, add half of the skill to the willpower-test.
Questions, comments, ideas? (NO flames! :))
...hell I'm sure i left something out!
Tobias Berghoff a.k.a Zixx a.k.a. Charon, your friendly werepanther physad.
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