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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Fri Mar 25, 2011 7:20 am Post subject: |
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Yasriia wrote: | Okay, how about something new? |
Interesting idea that some weapons might be better vs. armor and others better agains no armor. I agree you might want to think about the effect. 28 vs. a 20 soak with a distrupter would mean the character is dead. Maybe insttead of doubling/halving damage you could increase/descrease the effect one level. That way 13-15 over becomes dead instead of just mortally wounded so you need to score 13 over rather than just 8 over to kill someone. |
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Ankhanu Vice Admiral


Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Fri Mar 25, 2011 9:14 am Post subject: |
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Why introduce the calculations? Wouldn't it fit better with WEG d6's K.I.S.S. system to just increase or decrease the damage value, rather than multiplying/dividing the die totals? _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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Yasriia Sub-Lieutenant


Joined: 15 Aug 2010 Posts: 54
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Posted: Fri Mar 25, 2011 11:09 am Post subject: |
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Can you give me a short introduction of this K.I.S.S. system? I've never heard of it.
For my group I've developed a crossover-damage-system (using pieces from SW, Cyberpunk 2020 and Mechwarrior). In this system one can get 1 damage (like a stun, but it will cumulate over time) and every 4 points of damage behaves like a "wound". It's a bit complicated to explain it in a few sentences.
We're only using the "old" system for stormtroopers and the like (so Brens idea may be easier). The new damagesystem is for the players and the real baddies. So these calculations are quite easy to work with and do fit into both systems. Thats the idea. |
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14354 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Mar 25, 2011 12:04 pm Post subject: |
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Sonic .. -1d against armored targeted, but ignores armor
Disruptor - +1d when used against armored targets but does not ignore armor. _________________ Confucious sayeth, don't wash cat while drunk! |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Fri Mar 25, 2011 1:02 pm Post subject: |
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Yasriia wrote: | Can you give me a short introduction of this K.I.S.S. system? I've never heard of it. |
Since you didn't add a smiley, K.I.S.S. is an acronym for Keep It Simple Stupid. It's not a slam directed at you, Ahkanu just meant why use multiplication or division when you can just raise or lower the effect pf damage on the already existing table.
Quote: | We're only using the "old" system for stormtroopers and the like (so Brens idea may be easier). The new damagesystem is for the players and the real baddies. So these calculations are quite easy to work with and do fit into both systems. Thats the idea. |
I believe Ahkanu and I were suggesting the same fix. Just roll damage vs. soak as normal. Then adjust the effect up or down one category so stun goes to wounded and mortally wounded goes to dead or vice versa. |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Fri Mar 25, 2011 8:52 pm Post subject: |
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No armour protection for Disruptors in my game. They do have short range however (even the rifle versions). _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16403 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Fri Mar 25, 2011 9:13 pm Post subject: |
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ZzaphodD wrote: | No armour protection for Disruptors in my game. They do have short range however (even the rifle versions). |
I'm curious how you justify that. If a disruptor's primary effect is to break up the atomic structure of matter, an armor suit should still provide protection by absorbing a portion of the disruptive energy. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Ankhanu Vice Admiral


Joined: 13 Oct 2006 Posts: 3089 Location: Nova Scotia, Canada
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Posted: Fri Mar 25, 2011 11:37 pm Post subject: |
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Bren wrote: | Yasriia wrote: | Can you give me a short introduction of this K.I.S.S. system? I've never heard of it. |
Since you didn't add a smiley, K.I.S.S. is an acronym for Keep It Simple Stupid. It's not a slam directed at you, Ahkanu just meant why use multiplication or division when you can just raise or lower the effect pf damage on the already existing table.
Quote: | We're only using the "old" system for stormtroopers and the like (so Brens idea may be easier). The new damagesystem is for the players and the real baddies. So these calculations are quite easy to work with and do fit into both systems. Thats the idea. |
I believe Ahkanu and I were suggesting the same fix. Just roll damage vs. soak as normal. Then adjust the effect up or down one category so stun goes to wounded and mortally wounded goes to dead or vice versa. |
Yeah, it was a call for finding the easiest route to make the fix. One of the defining characteristics of the WEG d6 system is that it's blood simple, nothing is very complex. When making house rules, if you're interested in maintaining the feel of the system, it's important to make your house rule as straight forward as possible.
And yeah, K.I.S.S. is a kinda standard acronym; the "Stupid" part is certainly not meant personally in any way.
Bren, I wasn't meaning that method, actually, though it is a fairly simple and elegant solution. I actually meant changing the damage codes for the weapons to reflect something that should cause more or less damage (i.e. base weapon damage is 3D, change it to 4D to make it more powerful, etc.). Combined with the idea of bypassing armour or not, it quickly achieves the same end goal with few actual tweaks to the rules. Your method does the same thing from a different angle.
There's no multiplication or division and no issues with "What do you do with fractions/decimals" and the like. _________________ Hotaru no Hishou; a messageboard about games, friends and nothing at all.
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Fallon Kell Commodore


Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Sat Mar 26, 2011 2:43 am Post subject: |
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Here's how I would run sonic weapons. No armor protection, unless it specifically seals the nose and mouth. Why the nose and mouth? The real way that sound kills you is that it bursts the alveoli in your lungs and you drown in your own blood.
I would retcon Sonic Dampening Helmets to include protection against this. They would still muffle everything you hear, though, because who wants a deaf soldier?
I would distinguish these from kinetic wave weapons like those of the Geonosians, which I would run as crash damage for those occasional suits of armor that so distinguish (usually just armor's physical damage resistance, though.) _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Sat Mar 26, 2011 9:48 am Post subject: |
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Ankhanu wrote: | Bren, I wasn't meaning that method, actually, though it is a fairly simple and elegant solution. I actually meant changing the damage codes for the weapons to reflect something that should cause more or less damage... | My bad. Your suggestion also works and maintains simplicity. Totally agree on the KISS principle.  |
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sat Mar 26, 2011 1:30 pm Post subject: |
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Fallon Kell wrote: | Here's how I would run sonic weapons. No armor protection, unless it specifically seals the nose and mouth. Why the nose and mouth? The real way that sound kills you is that it bursts the alveoli in your lungs and you drown in your own blood.
I would retcon Sonic Dampening Helmets to include protection against this. They would still muffle everything you hear, though, because who wants a deaf soldier?
I would distinguish these from kinetic wave weapons like those of the Geonosians, which I would run as crash damage for those occasional suits of armor that so distinguish (usually just armor's physical damage resistance, though.) |
Crash damage..... now there's an interesting idea.... _________________ Blasted rules. Why can't they just be perfect? |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16403 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Mar 26, 2011 2:47 pm Post subject: |
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jmanski wrote: | Crash damage..... now there's an interesting idea.... |
Of course, if you start expressing damage from kinetic impacts as energy, that puts a whole new twist on Absorb/Dissipate Energy... _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14354 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Mar 26, 2011 5:00 pm Post subject: |
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I have yet to play under a gm who allowed Ab/Dis to work on kinetic energy.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Bren Vice Admiral


Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Sat Mar 26, 2011 5:12 pm Post subject: |
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garhkal wrote: | I have yet to play under a gm who allowed Ab/Dis to work on kinetic energy.. | Well it is Space Opera not Hard Sci Fi or real Science.
Generally it seems to apply only to types of energy such as Thermal, Electrical, Radiant (the energy of electromagnetic radiation), Nuclear, Magnetic, and Luminous. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16403 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Mar 26, 2011 5:38 pm Post subject: |
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garhkal wrote: | I have yet to play under a gm who allowed Ab/Dis to work on kinetic energy.. |
True, but it isn't such a huge step. After all, most forms of energy attack do damage by the transfer of an energy effect into the mass that makes up the target. Kinetic energy does the same through impact between solid objects. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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