Sunday, February 10, 2008

Damage Bonus in Melee - Part II

Round and round she goes, where she stops nobody knows!

Strength Bonus has found its resolution for the soon to be published D100 Draft 2. As I described in a previous entry, in the current system strength bonus was a straight adder to any damage roll in melee. While it worked just fine as play testing continued it was revealed that super strong creatures pretty much squashed any human they hit, every time they hit. In practice we have no problem with this effect. We none the less considered that even the very powerful do not always connect a blow with all the power behind it and how might we model that in the system.

What we have been play testing is this.

Damage Bonus from Strength

In melee using a hand held weapon each character gets a damage bonus from Strength. This bonus is based on 10% of the Strength Attribute. The 10% represents the maximum bonus. The effect of the bonus is determined by rolling 1d10. If that roll is equal to or below 10% of the Strength attribute then that roll is added to the weapon's damage roll. To determine the total damage of a hit you roll two times, first for the weapon, second for the strength bonus.
For example a character has:

  • Strength of 55
  • Strength Damage Bonus is 6 (10% of 55 is 6 because of rounding)
  • Rolls a 45 for a successful hit
  • Rolls a 1d6 for weapon damage
  • Rolls a 1d10 for strength bonus damage
    • Rolls of 1,2,3,4,5 or 6 are added to the weapon damage.
    • Rolls of 7,8,9 or 10 are ignored.
Remaining issues:
We are still toying with how to handle a strength bonus greater then 10. There are a couple competing concepts. I will post about the winning one next time. This has also brought up some interesting possibilities for new skills.

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