General > Play-By-Forum
Doom: The Text Adventure
thelaptop:
FIRE SHOTGUN AT SERGEANT #1
FIRE SHOTGUN AT SERGEANT #2
raekuul:
You fire your shotgun at Former Sergeant #1. You catch him in the blast for 11 damage! Former Sergeant #1 perishes without a second thought. You catch #2 in the blast for 2 damage!
Former Sergeant #2 fires at you. He hits for 11 damage!
You fire your shotgun at Former Sergeant #2. You score a critical hit for a whopping 46 damage! Former Sergeant #2's armor is obliterated! Former Sergeant #2 is no more.
INVENTORY:
95 HP
Armor Rating 1
34 Armor Points
1 Standard-Issue Pistol
1 Shotgun
2 Standard-Issue Armor
Stimpack (2)
Medikit
Mod Toolkit (1/0/0/0)
Automobile Schematic
Darkvision Goggles (?)
Porno
Pumpkin
97 Bullets
7 Shells
81 Experience Points
50.5 Rage Points
36 Over Points
EXITS:
Nuclear Plant Outside
Nuclear Plant 2 West
Nuclear Plant 2 East
Nuclear Plant 3
Nuclear Plant 4
EnemyHPArmorTo-HitWeapon/AttackIn InventoryFormer Sergeant #1Dead19%+/-0ShotgunShell (10)Former Sergeant #2Gibbed0%+/-0ShotgunShell (9)
A note on experience, over, and rage points; you get the enemy's hp loss in exp for each kill (so since you did 11 damage to FS#1, who had 10 HP and Armor 1, you got 10 exp from that), and any damage you deal above and beyond what's necessary to kill the enemy gets added to both exp and over points - so since you did 48 damage to FS#2 across two attacks, and he had Armor 1 for both attacks, you get 48-2=46 experience AND 36 over points. In case you don't feel like digging through the thread again to find this tidbit of information, Over Points are automatically added to the HP you recover from using recovery items, though this does completely deplete your Over Points. This does not apply to certain artifacts. Rage points are usually spent for the application of special shots, though not always, and you gain 1 rage point for every 2 HP of damage you take.
This is now all calculated after armor is taken into account, so if I was doing it differently before, that's been patched to work differently.
raekuul:
A quick insight into how the guns are being handled:
Pistol - 1d20 for the to-hit roll, fires a single round that deals 1d10 damage. Rolling a 20 on the to-hit roll scores a critical hit.
Shotgun - 1d20 for the to-hit roll against the primary target. 1d(5-total targets in direction, minimum 3) shards fired at 1d5 damage each. Rolling a 20 on the to-hit roll AND rolling the maximum number of shards for the primary target (and only the primary target) scores a critical hit. Any shards that don't hit the primary target then get a to-hit roll against the next nearby monster, and so on until all five shards have been resolved. Critical hits only affect the primary target.
Chaingun - 1d20 for the to-hit roll. 1d6 bullets fired at 1d4 damage each. Rolling a 20 on the to-hit roll and 6 bullets scores a critical hit.
A note on critical hits: For multiple bullet weapons like the Shotgun or Chaingun, a Critical Hit changes how armor is applied - instead of applying Armor against each individual shard of a shotgun blast, Armor is only applied against the total damage for a critical hit.
thelaptop:
TAKE SHELLS
TAKE ARMOUR
raekuul:
(So, I should apologize. I did not expect to be going out of town the next few days, so the game is pretty much going to be on hold after tonight)
You obtain 19 more shells.
You obtain a severely damaged Green Armor.
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