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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.
>

Well, geez, I can't do everything... :)  Yes, that would be the problem with 
any new systems.  And there's probably other problems I haven't thought of.

> > (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.
>

I know it was in a response to you, but it wasn't aimed at you, so my 
apologies there if it came across otherwise.  It's just that a few people 
commented that I was too hidebound and stuck with the published rule system 
and incapable of original thought. Which was weird because what I was 
posting and what I was quoted on actually noted that I was producing a _new_ 
variant system.  But anyhoo...  :)

>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.
>

I agree with this, and actually the "misinterpreted" old rules that I used 
_did_ use that system (i.e., it was 5d10 damage for everyone, but you rolled 
it from the outside in and totalled as you went until you got to ground 
zero).

Actually, if I may propose yet another **VARIANT** (just in case someone 
again thinks I'm stuck on using the old rules or being bound by the new ones 
*scratches head*)

How about continuing what Pinnacle has set up for how to handle light armor 
for explosions under the old rules anyway?  In other words, Light Armor-2 
requires a die roll of 2.  Light Armor-4 requires a die roll of 4.  So...it 
seems the logical step would be to assume that each point of "real" armor is 
6 (i.e., roll a 6 or less on a d6).  This is kinda how we treat force fields 
anyway (i.e., a 10 pt. forcefield automatically subtracts 1 wnd, and you 
roll a 4 for the other "fraction" of 6 - that per John Hopler when he asked 
him a while back).

So you roll the same damage for everything in the burst radius (using the 
new rules). You roll location as per the new rules.  And then you subtract 2 
pts. for light armor, 4 pts. for not-so-light armor, and 6 pts. for each AV.

Does that seem to make sense...?

>Not a system I'd use, but a possibility, and certainly fast. And you don't
>have to re-write the damage tables. ;)
>	-Loki


---

Steve Crow

"Worm Can Opener Extraordinare"

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

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