NO MORE 'NAKED DWARF' SYNDROME
Below is my method, than resolve problem of high T, than I post to the list
in past. Base in this method is percentage way calculation of damage.
We treat tougness like 10*T% numbers of damage, than person may "stand".
Then (10-T)*10% is number of real damage.
This method gives:
- that same number of damage like normal method for characters of
T from 1 to 4
- each success attack on person (even on person with high T) gives damages
- that resolve "naked dwarf" syndrome
Way:
1. solve strenght of attack (SA) = (S or ES) + 1d6 (+ bonus from weapon)
2. if target's T >= 10 then solve damage like normal
3. if target's T < 10 then:
real damage is (10-T)*10% of SA ;
that is:
(10-T)*SA / 10 and after this substract of armor points ;
or use table:
SA
T 1 2 3 4 5 6 7 8 9 10
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1 | 1 2 3 4 5 5 6 7 8 9
2 | 1 2 2 3 4 5 6 6 7 8
3 | 1 1 2 3 4 4 5 6 6 7
4 | 1 1 2 2 3 4 4 5 5 6
5 | 1 1 2 2 3 3 4 4 5 5
6 | 0 1 1 2 2 2 3 3 4 4
7 | 0 1 1 1 2 2 2 2 3 3
8 | 0 0 1 1 1 1 1 2 2 2
9 | 0 0 0 0 1 1 1 1 1 1
Example:
Orc with S4 attack dwarf with T7. Roll 1d6 gives 3. In normal way number
of damage is S+1d6-T=4+3-7=0. In my method : SA=S+1d6 is 7, T is < 10 then
solve 10-T (point 3 above) is 3. Then SA*(10-T) is 7*3=21, /10 = 2.1 ,
round fraction gives 2 (or look on table SA 7, T 7 - gives 2).
Dwarf has 2 points of damage.
Another example:
Dwarf (S 5) attack orc (T 3). Roll 1d6 gives 4. In normal method number of
damage is 5+4-3=6. In my method SA=9, 10-T=7, 9*7=63 , 63/10=6.3 round off
gives 6 (use table gives that same).
In first example was resolve syndrome of too higher toughness, in second
- compatybility of damage numbers with normal method for person with
'normal' T (that is T below 5).
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maciej s. afanasjew sergiej@gumbeers.elka.pg.gda.pl
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