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Re: [HOE] Explosions are their own reward, or something.
<<<<<We're not disputing that in some cases the old rules resulted in
ineffectual explosions - only that the new system is flawed in _two_
particulars: 1) it is much more lethal _and_ 2) it is more die-rolling
intensive (not necessarily complicated). One or the other would be
acceptable, but both result in a thumbs-down from our group. Your mileage,
of course, may vary. Doesn't make anyone a liar. :)
The other problem with the extra die-rolling is...it would be fine on its
lonesome. But combat is already a remarkably unwieldy die-rolling process
anyway. A non-optimal single bullet in combat requires you to: Roll to
hit, roll to damage, roll for location, roll for stun recovery check, roll
for wind.
(HTH combat requires a roll for damage _and_ a Strength check.)
And as for burst and stuff...ugghh. :)
Now, we're willing to tolerate the existing die-rolling, obviously, or we
wouldn't be playing Deadlands/HoE :) . But did we really need a "fix" to a
system that requires even more die-rolling...?
A new massive damage rule could simply have doubled the final damage or used
whatever constant you wish to apply until the amount of damage done by the
Massive Damage equals the effect intended.
In other words, in the example above for the "old" rules, 24-29 was rolled
on the 5d10 of damage to Big Red (27.5 is the average, maybe slightly higher
when you factor in Acing). As noted this means 4 wnds, and 2 to the guts.
Simply saying to double that total from 27.5 to 55 would result in 9 wounds
(4-5 to the guts). If that isn't good enough, use a triple constant (6-7
wounds to the guts). Or whatever the playtest team(s) found to be the best
result.
Simplify the system further by applying the constant directly to the wounds
rather than the damage-total. Reduces the number of hit location
rolls.>>>>>
I have to totally agree here.
I admit the old system made for some serious wimpiness, in fact I usually
had to tack on what I called 'Concussion Damage' to make results believable.
But I can also remember once speading an hour and a half resolving four
rounds of combat, (it was a big group, fighting automatons.) There is
already a lot of die rolling involved in DL/HOE combat. The new explosion
rules simply make it that much worse.
I may have come up with a 'simplier' solution. Let's try this:
1. Figure the number of wounded locations, (the d6 thing)
2. Roll Damage ONCE to determine the value of the greatest wound. (so for
example if the Damage is 5d10 and you roll 27 or a critical wound. That is
the worst wound infected.)
3. Roll locations (the d20 thing.)
4. Apply the worst wound to the first location, and every Subsequent wound
simply lower the wound type by one.
5. This result can be repeated with anyone in the Blast area.
Ok, now another example.
Skive goes bust trying to chuck his grenade, and it lands at his feet. It
goes off doing 4d12 damage.
First the marshal rolls a d6 to determine the number of wound he determines
Skive takes damage to 4 locations.
Second The marshal rolls 28 points of damage or a 'Critical' wound is the
starting wound.
Third he rolls hit locations; The first and worst (critical,) wound is to
the upper guts. The second, a serious wound, goes to his left leg. His right
arm takes a heavy wound and the last, a light wound goes again to the upper
guts (whether the damage is cumulative or kept separate, is up to the
Marshal.)
Now move on to the next person in the blast radius and repeat steps One and
Three, but don't worry about refiguring damage, that's already been done,
(the first and worst wound is a critical.)
And let the chips roll.
With armor there will be some different problems, I would do it like this.
Light armor don't do much unless applied to the damage total from the first
and worst wound. Heavy Armor would prevent one wound per AV, but would lose
one AV for each wound prevented. Which means it's gonna probably be pretty
useless after most any kind of explosion.
Now obviously this doesn't cover every possibility. But why don't we
discuss those as they pop up.
just an idea,
-Gus
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