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Re: [DL] sneaky armour trick
That's pretty close to what I use - though I use 1 point per die rolled per
armor level. Though I hadn't thought about adding in the effect of aces.
The reason I use something like this is for those cases where I don't want
the posse to know that the critter has armor. This is a quick calculation
that doesn't require die rolling.
Actually - I like the 1.5 multiplier as well. I've always thought that
heavy armor was too wimpy.
At 03:24 PM 11/22/2001 -0500, you wrote:
>I usualy just reroll the appropriate damage behind my screen. However if
you
>wanted to give it a number I would take the damage rolled and subtract 1.5
>per difference in die type number of dice. EX: player does 4d10 damage,
>does 28 points of damage and got an ace (rolled 9,2,10,1,and a 6 on the roll
>for the ace). Critter has 2 levels of armor so damage should be 4d6. This
>means the die type differs by 2 and 5 dice were rolled all together so
>5+2=7x1.5=10.5 (rounded to 11) so the critter takes 17 points of damage
>28-11. If you can do that in your head I guess it's all right, me, I'd just
>roll the damage at the same time the player does...
>
>
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-------------------
Allan Seyberth
darious@darious.com
Deadlands fan site - http://www.darious.com/
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