Friday 20 April 2012

D20 Damage System: DvTG

Whilst I rail against buckets of dice damage systems my current combat mechanics design certainly uses a handful.

This system I designed for naval combat might be adapted. It has the usefulness of being mathematically logical which is good for ship building/points balancing.

To hit works like normal using a d10; but only a single d20 damage roll is made for all weapons in the battery.

D20 Damage Roll
        
AF

10
15
20
30
40
60
80
100
120
DF

20
Ratio

1:2
2:3
1:1
3:2
2:1
3:1
4:1
5:1
6:1
Damage
50% (10)

100%
20
70%
16+
50%
11+
35%
8+
25%
6+
20%
5+
15%
4+
10%
3+
10%
3+
Crippled
100% (20)



100%
20
70%
16+
50%
11+
35%
8+
25%
6+
20%
5+
20%
5+
Vaporized 200% (40)





100%
20
70%
16+
50%
11+
40%
9+
25%
6+
I may adapt this so it can register 25% damage and 150% damage by adding in extra rows.



Some weapon examples:

Energy Weapons:I
If your attack roll was double what was needed (i.e. 3+ needed and rolled 6+)  do 50% extra damage
Lose 50% damage beyond half (5") range


Projectile Weapons
x2 to any velocity penalties
Do 50% extra damage if closing velocity exceeds 10"/turn


2 comments:

  1. I'm not such a big fan of mechanics like that, because once something is destroyed it is gone and there is not necessarily such a massive amount of extra damage to the vessel.

    Using your naval example, consider an 11inch shell hiting the funnel of an opposing warship. The funnel to toast- gone-goodbye. Shell fragments may cause some extra damage but thats it, the extra explosive effect is wasted

    You may recall that Star Fleet Battles (shudder..) had a simialr damage chart, and most the the goodies (sensors, weapons, bridge) were done initially, not by huge, penetrating hits.

    Thats not to say you shouldn't reward rolling high - I just think they should result in critical hits instead (where a no effect is also possible)

    Just my thoughts

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  2. I'm not sure I get what you're saying - but I originally didn't have any critical hits anyway (halving firepower or mobility was about it) due to the recording hassle.

    25% (light damage) 50% (heavy damage) & 150% (insta-kill) are just the same amount of results the other damage system - it just removes rolling say a dozen d10 rolls

    This has the advantage of being mathematically sound whereas the other method higher defences are disproportionately valuable due to their ability to shrug off and totally ignore minor damage....

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