One of the annoying things about many games is the unusually difficult or bizarrely set up die mechanics (In Nomine and Babylon 5 for example). To that end I have decided to go with a percentile die mechanic for everything except damage. All skills have a 3% (01% - 03%) critical success and a 3% (98% - 100%) critical failure zone. If the player's percentile die roll is equal to or lower than the character's Skill Rating the challenge succeeds.
Melee damage on the other hand, is based on one of the character's physical attributes (divided by 10) with a modifier due to the weapon's effects. An axe inflicts more damage than a sword for example (if swung by the same person), as is muscle powered ranged weapons (i.e. spears, arrows, thrown knives).
Ranged weapons inflict an amount of damage that always falls within a set range. That range is described by the number of dice (D) that the weapon inflicts in damage (i.e. 2D, 6D). Sometimes a weapon will have a modifier that follows the damage code (i.e. 2D-2, 6D+5).
Most weapons, if a critical hit is made, will inflict maximum damage. A few weapons inflict an even more serious wound, inflicting and a number of damage rolls in addition to the maximum damage.
One last note. Some weapons are non-lethal in nature, and some characters have equipment and skills that allow them to reduce the effectiveness of damage. In these cases damage is referred to as injurious and only inflicts Injury damage and not Wound damage.
Showing posts with label Combat. Show all posts
Showing posts with label Combat. Show all posts
12.12.2008
Subscribe to:
Posts (Atom)