Jumat, 20 April 2012

D20 Damage System: DvTG

Whilst I rail against buckets of dice damage systems my current combat mechanics design certainly uses a handful.

This system I designed for naval combat might be adapted. It has the usefulness of being mathematically logical which is good for ship building/points balancing.

To hit works like normal using a d10; but only a single d20 damage roll is made for all weapons in the battery.

D20 Damage Roll
        
AF

10
15
20
30
40
60
80
100
120
DF

20
Ratio

1:2
2:3
1:1
3:2
2:1
3:1
4:1
5:1
6:1
Damage
50% (10)

100%
20
70%
16+
50%
11+
35%
8+
25%
6+
20%
5+
15%
4+
10%
3+
10%
3+
Crippled
100% (20)



100%
20
70%
16+
50%
11+
35%
8+
25%
6+
20%
5+
20%
5+
Vaporized 200% (40)





100%
20
70%
16+
50%
11+
40%
9+
25%
6+
I may adapt this so it can register 25% damage and 150% damage by adding in extra rows.



Some weapon examples:

Energy Weapons:I
If your attack roll was double what was needed (i.e. 3+ needed and rolled 6+)  do 50% extra damage
Lose 50% damage beyond half (5") range


Projectile Weapons
x2 to any velocity penalties
Do 50% extra damage if closing velocity exceeds 10"/turn


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