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Rolling Damage

OK silly question. An ACR does 1D12+2 damage. If you fire a 4 round burst at someone and use the burst to increase damage instead of hit, is it now 3D12+2 or 3D12+6? (With each of the +2s going to one die for armor damage reduction.) If it is 3D12+2 then what happens to the +2 when dealing with armor ratings?

(Notice that the Assault Rifle and the ACR are the only two that have this problem, an oversight in playtesting?)
 
Likely an oversight. Lots of them in the book.

In my game it's 3d12+2, since the books says it increases dice of damage, not multiplies the damage done. If it was triple damage, then 3d12+6 would apply but that's not really the case.

Armor ratings. Good question, but I run it so that they total up all the damage, apply that to stamina, then start removing dice values from that total to determine the lifeblood damage. In my case that means that +2 always gets to go to the lifeblood basically.
 
hmmm, for the armor question. I would think that the + would count after damage is reduced unless it would be reduced to Zero then you would keep subtracting from the +.

I don't know about the damage incress I would have to read, every other version of d20 (that I have seen) the + is NOT multiplied. and the wording dice of damage I would say it would incress the number of dice not the +.
 
OK so basically it stays +1 or +2 and comes off once you run out of dice. (Firing an ACR on 4 round burst against TL12 combat armor yielding a 3, 6 and 9 (+2) for a total of 20 points of damage. Stamina takes 20 points, the AR7 removes the 3 and the 6 leaving 11 points of damage, reduced by 5 (remaining points of AR) to a total of 6 points of Lifeblood damage.

I can live with that.
 

works nice
 
Actually it isn't that nice, but if it applies to everyone, and since it only applies to two weapons, I can live with it. It, like Radiation Damage needs a fuller explaination in the rules.
 
Was working through some of the Darwin's World mutated monsters last night and noticed one does 5d12+12 damage.

In T20 that is BRUTAL damage. The +12 on the end of that just about guarantees that even a well armored human is going to be eaten in one chomping bite.
 
Originally posted by RickA:
Was working through some of the Darwin's World mutated monsters last night and noticed one does 5d12+12 damage.

In T20 that is BRUTAL damage. The +12 on the end of that just about guarantees that even a well armored human is going to be eaten in one chomping bite.
Actually I'd say that anything that does that sort of damage in a d20 game is pretty brutal and intened to be a killer! (or avoided ;) )
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Oh, I agree, Andy. Always odd and difficult moving from one system to another though. Darwin's World is based more or less on D20 Modern instead of T20 so Stamina and Lifeblood are not the assumptions being made when they designed their "monsters".

5d12 damage is rough enough, but when you add +12 on the end that means that even a well armored T20 character (maybe an AR of 10?) is going to take, on average 13 lifeblood? I think? Maybe my math his wrong on that.
 
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