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Posted (edited)

So here's a thought.

 

In normal rpg system the two connect in that hitting more often obviously causes more damage,

but hitting skill and damage caused by individual hits are still separate.

 

Say, you're a regular Davy Crockett with your wheellock, you put that bullet between the eyes every time.

And then you roll damage to see if hitting between the eyes hurts this time.

 

But I'd like to see more accurate hits cause more damage on each hit.

 

What I'm suggesting:

 

If you need to d20 roll 12 to hit and you roll 16, you get a +4 damage bonus (maybe only up to the max normal damage).

Thus, being more accurate would also mean doing more damage with each hit. Less scrapes and more direct hits.

 

So if the gun does 1d12, the damage would now be 1d12+4 (but only up to 12).

If you need 8 to hit and roll 20, it's 1d12 +12 (meaning it's 12).

 

The example is obviously for a d20 style system, but can adjust to whatever system is used.

 

----

 

If someone understood my rambling, could you try compressing this to a coherent sentence?

Edited by Jarmo
Posted

It is a good idea. But I would modify it slightly like:

 

damage accrued = standard weapon damage + 1/2 ( difference in Hit and AC)

 

This way the system won't become overpowered causing ridiculous damage to easy to hit enemies.

"The essence of balance is detachment. To embrace a cause, to grow fond or spiteful, is to lose one's balance, after which, no action can be trusted. Our burden is not for the dependent of spirit."

Posted (edited)

Well, it could work yes. But I don't get the point of this. A feature for the sake of more features? I don't see it adding anyting to the game except a risk for the combat to become less balanced.

 

A game can definitely be built to include such calculations, but we don't even know the base of PE's system to talk about it.

Edited by Bpy6
image.png
Posted

Well, it could work yes. But I don't get the point of this. A feature for the sake of more features? I don't see it adding anyting to the game except a risk for the combat to become less balanced.

 

This would essentially increase the damage output of skill/dexterity based combatants.

Making all those rapier duelists much more viable.

 

The actual calculations don't matter much since the game mechanics are not known.

Just the principle that you could increase damage by increasing attack skill,

not only through increasing strength or weapon sharpness.

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