[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [HOE] Explosions are their own reward, or something.
> In fact, a further simplification might be to say that all explosives do the
> _same_ damage, say, 5d10. Then explosives would have two variable factors:
> Burst Radius and Damage Multiplier. A grenade might be a x2 multiplier, a
> self-destructing automaton might be x4.
Of course getting this to work for explosive warheads created by Junkers might
be difficult.
> (And yes, this is a proposal for a new home-rule system, so no one needs to
> say that you are or are not forced to use this, that or the other. Maybe
> such a statement should be in the list greeting so it doesn't have to be
> repeated ad nausem? :) )
Fair enough.
> Just a thought. Again, at the heart of my interest lies this: too much die
> rolling already, reduce the amount. The old system had some (and even more
> if you use the "correct" rules), the new system has at least as much, maybe
> a bit less.
Well, one easy way to reduce the die rolling is to roll once for damage using
the new system, and use that die roll for all the different times people get
hit in different locations. Either it's a good explosion or a bad one. ;) (Or
roll once only for each character hit. Either you got lucky or you didn't.)
Re-roll as armor makes it important, or perhaps armor reduces the damage by
some fixed amount per level, like ten, i.e. all normal armor is treated as
really good light armor for explosions.
Not a system I'd use, but a possibility, and certainly fast. And you don't
have to re-write the damage tables. ;)
-Loki