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JG Ref Screen Damage

Originally posted by SgtHulka:
Wait a second, is 1001 characters based on first or second edition book 1?
The scouts in 1001 characters were generated using 2 skills per term.
 
Originally posted by SgtHulka:
Wait a second, is 1001 characters based on first or second edition book 1?
The scouts in 1001 characters were generated using 2 skills per term.
 
Originally posted by SgtHulka:
Wow! I had no idea that I was playing first edition. I assumed Snapshot damage was just a simplified version of Book 1, and the various modifiers were more "official".
I started with 1st edition and was very shocked to see the differences in the damages when I saw the damage changes in the later edtions. From what you write, I assume you have been playing with the old xd6-m values. Do you mind my asking how you handled that, given the rules in the book on how the dice were to be used for damage?

The way I handled it was to apply all of the damage to one Characteristic, rather than spreading it out die by die, and carrying the any extra damage to other Characteristics if one when to zero. I let the player pick the Characteristic(s) to which the damage would apply. Of course, I also quickly dropped the "armor makes you hard to hit" and replaced it with armor that absorbed points of damage.

For example, if Joe were hit with a 4d-8 Carbine, I'd roll the dice (3 3 5 2), subtract the modifier and say, "Joe is hit for 8 points of damage, his ballistic cloth absorbs 3 of them, where do you want to apply the remaining 5?"
 
Originally posted by SgtHulka:
Wow! I had no idea that I was playing first edition. I assumed Snapshot damage was just a simplified version of Book 1, and the various modifiers were more "official".
I started with 1st edition and was very shocked to see the differences in the damages when I saw the damage changes in the later edtions. From what you write, I assume you have been playing with the old xd6-m values. Do you mind my asking how you handled that, given the rules in the book on how the dice were to be used for damage?

The way I handled it was to apply all of the damage to one Characteristic, rather than spreading it out die by die, and carrying the any extra damage to other Characteristics if one when to zero. I let the player pick the Characteristic(s) to which the damage would apply. Of course, I also quickly dropped the "armor makes you hard to hit" and replaced it with armor that absorbed points of damage.

For example, if Joe were hit with a 4d-8 Carbine, I'd roll the dice (3 3 5 2), subtract the modifier and say, "Joe is hit for 8 points of damage, his ballistic cloth absorbs 3 of them, where do you want to apply the remaining 5?"
 
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