June 19, 2004

Damage Alternatives

  • Ironclaw/White Wolf: tough characters soak better, really big characters can take more wounds.
  • Talislanta/D20: no one soaks wounds without armor; both being big and tough increase the amount of damage you can take.
  • Savage Worlds: no one can take extra wounds; both being big and tough increase your chances of soaking injuries.
  • Mutants & Masterminds: no wounds as such; every time you get hit you have to resist the damage or jump straight to a particular state. Little or no cumulative effects, thus no need to record wounds. Both size and toughness increase your ability to resist damage.
Hm. How about a mixed test? If the highest die in your damage roll doesn't beat their Soak roll, the whole attack is ignored; if it does, then every die that beats it does a wound.

If it was resolved like a standard contest somehow, then a crit could just add an extra d12 to the damage roll; an extra adds 2d12. The nice bit about that is that folks who are already super-strong see less benefit (they've probably already got at least one d12) than smaller PCs.

Let's see... Muscles & Weapon Dice vs target's Muscles & Guts & Armor Dice. Hm. That would make a weapon attack on an unarmored person be roughly equal... no good. Weapons either have to roll more dice or get hefty bonuses so that unarmored folks can't readily shrug off sword-blows.

Posted by Kiz at June 19, 2004 09:34 AM
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