[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [BNW] Bombers...and brawling



>Another night, another session ends.
>
>I have come to the conclusion that the bomber in the group is a little OTT. 
>  He is size 6 (having taken brawny) and is strangely rolling rather well 
>on his damage rolls.
>To make my point, tonight the three member team faced the bad guy in his 
>armoured gadget suit and his deader goons.
>First, he runs into the Deaders, well ahead of the other two and detonates 
>an arm.  He rolled 11, times his size of 6 is 66 damage.  Divided by the 
>deader size of 5 is dead Deaders.

You are rolling the damage correctly, right?  The listing I have is for 
(2d6+2).  So, you roll 2d6 and take the _best_ roll (damage rolls in BNW 
aren't additive, right?), then add 2.  In other words, in this example, he 
rolled a 6, got a 3 on the pick-up roll, and then added 2 for the pickup 
roll.  Not unfeasible (21% odds), but just thought I'd check.

>The other team members are doing some hasty rescue work away from the 
>trouble and saving three people from this insane Gadgeteer.
>I decided to throw in the big guns to scare them.  The speedster botches 
>his initiative and takes 4 in the head (he only has a strength of 2 - silly 
>boy).  He blows his remaining delta point (good night for me) and takes 3, 
>making him down and bleeding slowly.
>Next round, the bomber uses first move trick.  He beat me on initiative and 
>went in close and detonates his other arm next to the guy in the 10/3 
>Armour.
>He rolled - in the open - 16 times size 6 = 96 damage and that is massive 
>damage.

Again, to do this, he would have had to ace twice on at least one of those 
2d6 rolls, and then roll a 2 on the pickup roll (6 + 6 + 2 = 14), then add 2 
for a total of 16 damage.

It's not impossible.  In fact, the odds of that happening are about...4.6%  
Not vey probably, either.  But welcome to the wonderful world of trying to 
balance an open-ended die-rolling/damage system.  :)

>On to brawling.
>
>My players are not impressed.
>I am right in the way I work it out??
>Roll damage as normal and take highest die.
>Divide by target size and do nothing but annoy them??
>

It sounds like you are rolling damage "correctly" vis a vis my question 
above.

>We are going to try total dice and divide by size.  They do not have high 
>strengths and as you can see, the bomber is relying on blowing up far too 
>much.
>If anyone can suggest something here I would greatly appreciate it, 
>especially if it has been discussed before, likewise with the bomber 
>remarks.
>

What's the armor of the folks you are running up against?  Even rolling a 5+ 
total on damage (with a STR 3, the chance is 70.4% of pulling that off) 
means they should normally do one wound to an opponent (sans armor or Size 
6).  Which makes them -1 to all actions.  Giving you an advantage in hitting 
the target the next time.  Hit them (roughly) twice more and they should 
drop at 0 wounds.  Unless your opponents have excessive armor and/or 6+ 
size, this shouldn't really be a problem, either with an inability to harm 
an opponent or prolonged combat.

Hope that analysis helps.

>Thanks
>
>Mark
>
>
>e mail home: mark.hannatt@dtn.ntl.com
>e mail work: mark.hannatt@pers.suffolkcc.gov.uk
>
>Speedster to Bomber after blowing off both arms - "If you want the baseball 
>bat - clap."


---

Steve Crow

"Worm Can Opener Extraordinare"

Check out my website at:  http://www.geocities.com/Area51/Stargate/4991/

________________________________________________________________________
Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com