DRL > Requests For Features

A Much Simpler Request Than the Last One

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007bistromath:
Instead of damage being random, make it affected by how well you score on your to-hit roll. This way Eagle Eye can do something for shotguns without screwing around with the numbers directly. A really awful "miss," for a shotgun, would deal minimum damage regardless of distance, while a really solid hit will deal the max even if you're far away.

PS: I don't think this should be just for shotguns, either. It seems basically appropriate for any of the non-explosive weapons. Higher roll = better hit. If done correctly, this should leave the average damage of a chaingun or plasma rifle basically unchanged: there may be a very small bias towards higher damage, but the biggest factor is still that some shots which wouldn't hit now do. Those will generally be at the lower end of the range, so it balances out.

Potman:
Although this makes compelete sense, I've never heard any RPG or other game whatsoever to make use of this concept. Let's bring out Critical Hits instead, that'd be simpler.

007bistromath:
So, blaze the trail, I say. This is basically the logical extension of a crit system anyway. Having a level at which your damage increases dramatically is, I think, an amount of inconsistency which is rather uncharacteristic of the cinematic-style "big cone of hurt" shotgun.

DaEezT:
Well, that's how Shadowrun does it and that's pretty much what I proposed for AliensRL because I personally never liked damage dice :p

007bistromath:
I actually do like damage dice. Enough, in fact, that I would still want the damage ranges represented as xdy even though that's no longer the operating mechanic. It just feels fun somehow, even if there are some systems (case in point!) where it isn't appropriate. I just think that this particular game, as a result of the way shotguns work and how that affects trait choice, would benefit from this alternate damage model.

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