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Damage/Wound & Healing modifications
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Whill
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PostPosted: Mon Sep 10, 2018 9:15 pm    Post subject: Reply with quote

CRMcNeill wrote:
I recall something like this coming up before, but I can't seem to track it down...

I do remember reading somewhere of the suggestion of using Stamina to soak Damage instead of Strength, and that the idea got shot down in short order (and rightly so, IMO).

But if D6 Space generated Strength Damage by halving the character's Strength Attribute or Lifting Skill Dice, perhaps the same could be applied to Stamina? Specifically, have a character's Damage soak be based on either Strength or half of their Stamina skill.

I don't think that is unreasonable. The benefit wouldn't kick in until stamina got to more than double the Strength attribute, so someone would really have to put a lot into advancing stamina.

I currently use the stamina skill value to resist the "affecting" stun accumulation instead of Strength. I also have an advantage available for purchase during char gen that increases Damage resistance (for normal and stun damage) by +1 pip.
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CRMcNeill
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PostPosted: Mon Sep 10, 2018 10:00 pm    Post subject: Reply with quote

Whill wrote:
I don't think that is unreasonable. The benefit wouldn't kick in until stamina got to more than double the Strength attribute, so someone would really have to put a lot into advancing stamina.

That was my thought as well, but I couldn't recall the specifics of the earlier conversation.

Quote:
I currently use the stamina skill value to resist the "affecting" stun accumulation instead of Strength. I also have an advantage available for purchase during char gen that increases Damage resistance (for normal and stun damage) by +1 pip.

Interesting. I'd like to see the specifics of that.
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Whill
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PostPosted: Mon Sep 10, 2018 10:57 pm    Post subject: Reply with quote

CRMcNeill wrote:
Whill wrote:
I currently use the stamina skill value to resist the "affecting" stun accumulation instead of Strength. I also have an advantage available for purchase during char gen that increases Damage resistance (for normal and stun damage) by +1 pip.

Interesting. I'd like to see the specifics of that.

Here's RAW, R&E p. 97:

Quote:
Stunned characters suffer a penalty of -1D to skill and attribute rolls for the rest of the round and for the next round. A stun no longer penalizes a character after the second round, but it is still "affecting" him for half an hour unless the character rests for one minute. If a character is being "affected" from a number of stuns equal to the number before the "D" for the character’s Strength, the character is knocked unconscious for 2D minutes. A character making an Easy first aid total can revive an unconscious character.

I just substitute stamina for Strength...

Whill wrote:
A stunned character suffers a penalty of -1D to skill and attribute rolls for the rest of the round and for the next round. A stun no longer penalizes a character after the second round, but it is still "affecting" him for half an hour unless the character rests for one minute. If a character is being "affected" from a number of stuns equal to the number before the "D" of the character's stamina, the character is knocked unconscious for 2D minutes. Another character making an Easy first aid roll can revive a character rendered unconscious (by stun accumulation) early. A character who is unconscious for at least 2 minutes is no longer being "affected" by any prior stuns.

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CRMcNeill
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PostPosted: Mon Sep 10, 2018 11:27 pm    Post subject: Reply with quote

That reminds me of something. A common argument is that Stun setting on Blasters is overpowered.

What if we treated Stun like an Ion weapon, where any damage that beat the soak roll by a given amount inflicts multiple Stun results, which stacked like Ionization damage? Then, once you hit 0D Strength / Stamina, that's when you get knocked out.

EDIT: Like so.
    Basically, throw out the "treat any result more serious than Stunned as Unconscious for 2D minutes," and replace it with:
      Stun Damage > Strength / Stamina Roll = Effect
      0-3 = 1 Stun
      4-8 = 2 Stuns
      9-12 = 3 Stuns
      13-16 = 4 Stuns
      17+ = One additional Stun for every 4 points of Damage

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garhkal
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PostPosted: Tue Sep 11, 2018 1:38 am    Post subject: Reply with quote

CRMcNeill wrote:
That reminds me of something. A common argument is that Stun setting on Blasters is overpowered.

What if we treated Stun like an Ion weapon, where any damage that beat the soak roll by a given amount inflicts multiple Stun results, which stacked like Ionization damage? Then, once you hit 0D Strength / Stamina, that's when you get knocked out.

EDIT: Like so.
    Basically, throw out the "treat any result more serious than Stunned as Unconscious for 2D minutes," and replace it with:
      Stun Damage > Strength / Stamina Roll = Effect
      0-3 = 1 Stun
      4-8 = 2 Stuns
      9-12 = 3 Stuns
      13-16 = 4 Stuns
      17+ = One additional Stun for every 4 points of Damage


I like that edit, though i'd keep it where 16+ is ko'ed. Similar to how ion damage at 16" is 'shut-down'.
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CRMcNeill
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PostPosted: Tue Sep 11, 2018 1:43 am    Post subject: Reply with quote

Yeah, but most characters aren't going to make it that far, and an Esoomian with 7D Strength should, IMO, be more resistant to Stun than, say, a Wookiee with 5D...
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Whill
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PostPosted: Tue Sep 11, 2018 1:55 am    Post subject: Reply with quote

Whill wrote:
Abbreviations for the Character Damage Chart and/or Wound Status on character sheets

D = Damage roll
R = Damage Resistance roll (strength to resist damage)
2D = 2 times the Damage roll
- = no effect
S = Stunned
W = Wounded
W2 = Severely Wounded ("wounded twice")
I = Incapacitated
I(c) = Incapacitated (conscious)
M = Mortally Wounded
M(s) = Mortally Wounded (stabilized)
K = Killed/Dead
U = Unconscious (Stun Damage)
U+A = Unconscious with Stun Aftereffect
W+U = Wounded and Unconscious
normal damage / stun damage

CHARACTER DAMAGE CHART

R≥2D . - / -
.R≥D . S / -

.D>R . Wound Status
. 1-7. . W / S
.8-10. . I / U
11-14. M / U+A
. 15+ . K / W+U

http://www.rancorpit.com/forums/viewtopic.php?p=161842#161842

CRMcNeill wrote:
That reminds me of something. A common argument is that Stun setting on Blasters is overpowered.

What if we treated Stun like an Ion weapon, where any damage that beat the soak roll by a given amount inflicts multiple Stun results, which stacked like Ionization damage? Then, once you hit 0D Strength / Stamina, that's when you get knocked out.

EDIT: Like so.
    Basically, throw out the "treat any result more serious than Stunned as Unconscious for 2D minutes," and replace it with:
      Stun Damage > Strength / Stamina Roll = Effect
      0-3 = 1 Stun
      4-8 = 2 Stuns
      9-12 = 3 Stuns
      13-16 = 4 Stuns
      17+ = One additional Stun for every 4 points of Damage

My system already addresses that argument about stun damage. I moved the first unconscious result down to correlate to incapacitated instead of RAW's wounded.

In RAW and my system, Stunned results don't stack. So if you are stunned and you are stunned again, you are still just stunned. Of course if you were stunned in the previous round and stunned again, the end time for the stun was been extended. And of course stuns "affecting" a character do accumulate towards that unconscious result for getting stunned too many times in the same time period without resting.

Regarding your suggestion, it is better than RAW.
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CRMcNeill
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PostPosted: Tue Sep 11, 2018 2:23 am    Post subject: Reply with quote

Whill wrote:
Regarding your suggestion, it is better than RAW.

Such high praise is a rare thing indeed. Laughing
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Whill
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PostPosted: Tue Sep 11, 2018 6:16 pm    Post subject: Reply with quote

CRMcNeill wrote:
Whill wrote:
Regarding your suggestion, it is better than RAW.

Such high praise is a rare thing indeed. Laughing

It's not that rare. Smile
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