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Re: [HOE] HtH damage [Shane]
> Haven't we had this discussion a few times...? :)
I probably wasn't on the list then and am too much of a lazy-ass to search
through the archives :)
Actually where do the archives live now? They used to be at deadlands.com
(I think) but that points to the PEG page now.
> The second way, above, is correct. I think we determined this way back when
> we were pondering whether Templars should have a Gift that gives them AP?
>
> Why? because an add-on for the whole HTH thing is that (barring some
> unspecified "If the hitter is so much bigger than the hittee" type stuff),
> _only_ the weapon damage is reduced by regular (non-light) armor. But...if
> the weapon damage is reduced below 1d4, then it doesn't matter _what_ your
> Strength roll is: you do no damage.
Ok.
> >Con Taking THE HIGHEST str. die:
> >Two people punching each other do NOTHING. An average str. (3d6) punches
> >an average vigor (3d6). On average the vigor roll (to subtract from wind)
> >will cancel out str. roll (to do damage) and no wind is done from a good
> >hit.
>
> Perhaps I'm missing something, but _what_ vigor roll to subtract from Wind?
> At least in the basic rules, I don't recall such a thing, although Waste
> Warriors might have something new.
>
> Basically you roll 3d6 strength for a punch. Say that's 11.5 damage. You're
> basically talking 1 wound. Then you determine Wind from that (1d6 if they
> don't spend a chip).
Well we started in the Weird West and they put out an 1877 supplement
where the brawling rules changed:
Attacker rolls damage (in whatever form) and defender rolls a vigor roll.
The difference is the amount of wind the defender takes. So using those
rules taking the highest die for each (from a straight punch) nets 0
damage on average.
> >There's other things to consider too:
> >Under the all dice system martial artists can do some serious damage (1d6
> >+ str REAL damage), but then if you're hit by a black belt it really does
> >hurt that bad in the real world.
> >
>
> How do you use armor under this system which your group has apparently been
> using? Do you reduce the dice due to armor for all dice, or only the weapon
> dice?
Generally we don't punch people in armor or go for un-armored areas like
the head. When it it used then all dice were reduced (weapon and str.) but
if your strength was high enough you could still "wind" an armored
opponent.
> In a straight fistfight it'll probably take forever. Then again, I never do
> straight fistfights. My group figured out a long time ago to wear Armor 1
> for just that reason. Usually I just have both sides go for the guns and
> knives... ;)
>
> >So what do other people think?
>
> Using Str as a skill/attribute check rather then a damage roll works in what
> we consider "normal" HTH combat, with weapons. The people that are going to
> rely on HTH rather than firearms are going to have high STRs anyway. Plus,
> you can spend a chip on Strength attribute checks: you can't do that on
> damage rolls.
I think what I'm going to suggest is this then:
Hit, roll str. (taking highest) + weapon (taking all). If it's real damage
then figure out wounds and rock and roll. If it's wind damage then that's
how much wind you take. Seems like it's the easiest way to do it. Any
major flaws people see with that?
Theo McGuckin - SysAdmin, JLab
"Are we going to push it to the edge of the envelope, and beyond Brain?"
"No Pinky, we may however reach the sticky part."