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Re: [HOE] Massive Damage ... speedin' things up
SPEEDING THINGS UP....
Well, I am pretty new to HoE so the following things have not been
really tried on HoE, but the ideas have been useful while playing KULT
and AMC where multiple damage happened quite often - so take them only
for inspiration, not as ready to use rules...
=============================
HIT LOCATIONS:
If an attack affects multiple (random) hit locations, go as follows:
- roll first hit location as usual (can be any special hit etc.)
- spread the others evenly to adjacaent GENERAL hit locations
(no hit to gizzards)
EAXAMPLE:
dmg. to 6 loc.:
v1: spread evenly:
1d20 - result: 8 = lower guts (1st hit loc.)
2nd: right leg (start going one down in the hit loc. table)
3rd: left arm (one up)
4th: left leg (again one down)
5th: rigth arm (again one up)
6th: upper guts (nth. left do go down (below left leg),
so go again one up instead)
v2: if you want to make things even less dangerous, always go down (away
from the head) until you run out of hit locations in this direction,
then go up instead.
REMARKS: characters get usualy hit less hard, because there won't be
multiple hits to the same location (exception: guts) and only general
hit loc. are used for additional hits
=============================
LOTS OF DAMAGE (explosives):
- apply some base dmg. for each die type as you seem fit, e.g.
D4 D6 D8 D10 D12 D20
2 3 4 5 6 10
(more if you want it more deadly, less if otherwise)
- multiply base dmg. by the number of damage dies used
(e.g. grenade: 4D12 = x4)
- randomize dmg.:
+ roll 2d6 and add them (don't reroll aces)
+ for every point above/below 7 increase/decrease dmg (*)
(*) I use +/- 10% per point rounded down (=> up to +/- 50%)
- apply dmg.:
+ figure hit locations
+ adjust for armor:
AV 1+ : as usual
AV -X : count as half (-X/2)
EXAMPLE:
character within 2nd burst radius of a grenade(4D12):
1D6-1 - result: 3 = number of hit loc.
2D6 - result: 10 = +30% dmg. => 4D12 = 24 + 7 = 31
(I roll once per character but feel free to roll for
every hit loc.)
1D20 - result: 14 = right arm
That's the point where you can tell the player that he gets 31 pts. o.
dmg. in 3 hit locations centered on his rigth arm from a class 4
(grenades have 4 damage dies) explosives, and move on to the next
character. Of course you will use more drastic and moody words to tell
him, that he is going to be blasted, but speaking only in game terms,
that's it ;-)
The player can now figure out the results on his own:
- centered on right arm => right arm, left arm, upper guts are affected
- applying dmg.: left / right arm (AV -4) : 31 - (4/2) = 29
guts (Kevlar vest AV 2) : 31 - (4*2) = 23
note: reducing the die type using this system equals subtracting
1 point of dmg. for each dmg. die used, unless its rolled
with D20s
REMARKS: balances explosive dmg.
=============================
Have a nice day,
Sandor.
...comments are welcome, flames are not ;-)