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Re: [HoE] New Blast Rules (possible spoilers)



>Okay, along the lines of the previously discussed "tanker truck"
>example, here's another issue:
>
>Both Nuke and Ground Zero do d20's at "ground zero" and have a burst
>radius of 10.
>Nuke does a base 3d20, while GZ does a base 10d20.
>
>Yet if I'm following this correctly under the new blast rules, BOTH have
>an EQUAL maximum threshold of 60 yards regardless of raises? And this
>also means a mere 60 yards out from a GZ you might not take ANY damage
>(6-1d6 locations)?
>

That was our observation as well from last night's session.  No matter how 
many d20s an explosion has, it will _never_ extend beyond 60 yards.

This makes a PC Doomsayer's Nuke _less_ random, no more random.

Actually, however, it seems to be impossible to take 0 hit locations at 60 
yards.  Presumably the 1d6 roll for # of locations "aces" (as everything 
seems to as a default, unless otherwise specified).  So you can never roll 
[6 - (a die roll of 6)].  Since it's impossible to get a "6" on a single 
acing die roll of a d6.  :)

>What?!?  Am I misinterpreting this?
>

Apparently not.  :(

>Regarding the question of rolling or not rolling up on aces for
>determining number of hit locations for mass damage, I'd say definitely
>roll up.  Should there be a "chance" that the individual not take damage
>at the outermost radii?  Sure, I suppose.  If you don't roll up, it's
>guaranteed. Why have the last radii at all if that's the case.  No way.

If you "ace" the roll, then (see above) you definitely will always get 
nailed to at least one hit location at the 60 yards/-6 range.

>
>Matt Steflik
>Gimme Shelter - http://www.geocities.com/grifflik/


---

Steve Crow

"Worm Can Opener Extraordinare"

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

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