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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/
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