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Traveller's Aid #1 Question

NDS

SOC-9
I noticed that there are weapons in TA#1 that have an increased threat range, ie. polarms, but no critical multiplier. How much extra damage is done if a critical hit is scored? Also some weapons like the LACR have no critical hit multiplyer. Are they not capable of critical hits?
 
Originally posted by NDS:
I noticed that there are weapons in TA#1 that have an increased threat range, ie. polarms, but no critical multiplier. How much extra damage is done if a critical hit is scored? Also some weapons like the LACR have no critical hit multiplyer. Are they not capable of critical hits?
If it is not listed assume a roll of 20 scores a critical threat, and the damage if a critical hit does occur is x2.

Hunter
 
Originally posted by hunter:
Originally posted by NDS:
[qb]QUOTE]If it is not listed assume a roll of 20 scores a critical threat, and the damage if a critical hit does occur is x2.

Hunter
I had been under the impression that:
No Crit Note= crit threat is 20, crit damage is normal amount but applies directly to LifeBlood or SIP wihtout armor reduction

Is this a change?
 
Originally posted by DrSkull:
</font><blockquote>quote:</font><hr />Originally posted by hunter:
Originally posted by NDS:
[qb]QUOTE]If it is not listed assume a roll of 20 scores a critical threat, and the damage if a critical hit does occur is x2.

Hunter
I had been under the impression that:
No Crit Note= crit threat is 20, crit damage is normal amount but applies directly to LifeBlood or SIP wihtout armor reduction

Is this a change?
</font>
No, it's the way d20 handles it. I have never specified otherwise, although of course you are free to handle it as you see fit as referee.

Hunter
 
Originally posted by Luthyr:
Hrm... makes me very curious to see how the T20 damage system works....
Basically remove one die of damage rolled for every point of Armor Rating worn. If only one die left, reduce the total rolled on that die by the remaining AR.

For example I hit with a weapon that does 6d10 damage and I roll a 5, 7, 4, 6, 2, and 9. The target I hit has an AR of 8. I would remove the lowest 5 dice of damage rolled leaving only one die (the 9). I still have 3 points of AR to account for so I subtract it from the remaining damage roll (9-3) for a total of 6 points of Lifeblood damage inflicted.

Note this is for Lifeblood damage only. Stamina damage does not reduce so the same target would have taken 33 points of Stamina damage.

When you consider that one's Lifeblood rating in T20 will be about equal to the CON, it doesn't take much to get killed. If the target had not been wearing armor, it would be toast.

Does that help?

Hunter
 
Very interesting system!

So by all accounts, a person is always taking at least one die of damage to Lifeblood unless the remaining AR negates the final damage die completely.

So if a person wearing AR 4 is hit by a cutlass doing 1d8+STR that ends of doing 8 damage, that person would take 8 stamina and 4 Lifeblood. The same person with AR 4 being hit by a handgun doing 3d6 damage with the result being 3, 4, 5 would eliminate the 3 and 4 and reduce the 5 by 4 points for 1 point of damage. Correct?

-- Randy Mosiondz
 
Originally posted by Luthyr:
Very interesting system!

So by all accounts, a person is always taking at least one die of damage to Lifeblood unless the remaining AR negates the final damage die completely.

So if a person wearing AR 4 is hit by a cutlass doing 1d8+STR that ends of doing 8 damage, that person would take 8 stamina and 4 Lifeblood. The same person with AR 4 being hit by a handgun doing 3d6 damage with the result being 3, 4, 5 would eliminate the 3 and 4 and reduce the 5 by 4 points for 1 point of damage. Correct?

-- Randy Mosiondz
Not quite. Handgun doing 3d6 (3,4,5) vs AR 4 would do 3 lifeblood. Roll of 3 and 4 are removed by 2 Armor, leaving 2 against the roll of 5, 5-2 = 3 and target takes 3 Lifeblood (plus the 12 stamina).

I does play well, and makes all the characters nervous when guns start to appear.
 
Originally posted by tjoneslo:
Not quite. Handgun doing 3d6 (3,4,5) vs AR 4 would do 3 lifeblood. Roll of 3 and 4 are removed by 2 Armor, leaving 2 against the roll of 5, 5-2 = 3 and target takes 3 Lifeblood (plus the 12 stamina).
Ah, yes! I forgot to reduce the AR value when taking off dice. Thanks for the clarification!

-- Randy Mosiondz
 
Does the type of wepon damage factor into the equation at all? (Bludgeoning,piercing,slashing,Laser, etc.)
 
Originally posted by NDS:
Does the type of wepon damage factor into the equation at all? (Bludgeoning,piercing,slashing,Laser, etc.)
No, except for ablat and reflec which are more effective against lasers. The idea was to keep it simple. We may produce a more advanced combat system later that will take things like this into account.

Hunter
 
Originally posted by NDS:
So, what would a normal AR # be for a Vacc Suit or flack jacket?
Flak Jacket
AR 4; Max Dex Bonus +6, Armor Check Penalty 0, Cost Cr100, Weight 1kg, TL7

TL12 Vacc Suit
AR 3; Max Dex Bonus +2, Armor Check Penalty -3, Cost Cr 8000, Weight 2kg

Hunter
 
Originally posted by hunter:

Flak Jacket
AR 4; Max Dex Bonus +6, Armor Check Penalty 0, Cost Cr100, Weight 1kg, TL7

TL12 Vacc Suit
AR 3; Max Dex Bonus +2, Armor Check Penalty -3, Cost Cr 8000, Weight 2kg
So a Vargr Merchant with a Dex bonus of +2 and wearing a Flak Jacket would be target number of 16 to be hit (10 + 2 (Dex) + 4 (flak jacket)). Correct?
 
Originally posted by Luthyr:
</font><blockquote>quote:</font><hr />Originally posted by hunter:

Flak Jacket
AR 4; Max Dex Bonus +6, Armor Check Penalty 0, Cost Cr100, Weight 1kg, TL7

TL12 Vacc Suit
AR 3; Max Dex Bonus +2, Armor Check Penalty -3, Cost Cr 8000, Weight 2kg
So a Vargr Merchant with a Dex bonus of +2 and wearing a Flak Jacket would be target number of 16 to be hit (10 + 2 (Dex) + 4 (flak jacket)). Correct?</font>[/QUOTE]Yep, his AC would be 16.

Hunter
 
One last question


What does the -5 PV value refer to?

From TA#1

T20:SPECIAL AMMUNITION EFFECTS

Armor Piercing Rounds --5 PV.Designed to penetrate ballistic cloth.
 
Originally posted by NDS:
One last question


What does the -5 PV value refer to?

From TA#1

T20:SPECIAL AMMUNITION EFFECTS

Armor Piercing Rounds --5 PV.Designed to penetrate ballistic cloth.
That needs to be fixed. It should be +5 PV. In T20 terms, it reduces the effective AR of the opponent by 5 points. So if you hit a target with an AR of 7 with an armor piercing round the effective AR rating of the target for determining damage inflicted would be AR 2 (7-5=2).

Buckshot (on the same page) has a penetration modifier based on range. It would add to the effective AR of the target making it more difficult to penetrate at farther range.

I will see that this is included in the errata when we post an updated version of TA1.

Hunter
 
One last question


What does the -5 PV value refer to?

From TA#1

T20:SPECIAL AMMUNITION EFFECTS

Armor Piercing Rounds --5 PV.Designed to penetrate ballistic cloth.
 
Just some assorted questions:

Looking at what you have written above, am I correct in assuming that AR adds to AC *and* reduces the damage?

Also, based on the Merchant class preview and your use of the term 'AC' up there I assume that there is no level-based Defense increase?

Also, I note that over the twenty levels that the Merchant only goes to +5 BAB. What sort of BAB progression are we looking at for fighter-types?

I'm curious why you chose not to use a level-based defence modifier? Although if the BABs are small, then maybe this is less of an issue - but I have to say I've always preffered that armour drops damage instead of altering the chances of you being hit.

Also, in your desciption of armour affects above, you note that it first lowers the number of dice, then the die result. I also notice in TA1 that there are very few weapons that have more than 1 dice (excluding shotguns) - is the increase in numbeer of dice a side-effect of autofire?

Take care,

Shane
 
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