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RPG Discussions => Novus 2e => Topic started by: imported_Rasyr on January 18, 2019, 08:31:45 AM

Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on January 18, 2019, 08:31:45 AM
Here is another area where there have been changes......



Hit Points & Wounds
When a character is attacked, he takes damage. This damage is subtracted from his Hits on his character sheet. In addition to his Hits, there are a few other types of damage that he can receive.

Before any hits are marked on the character sheet, the total of all hits dealt to the character from the attack will have the character's Armor Rating subtracted from it. Refer to p.xx in the Combat section for more information.

To determine the starting values or thresholds for the various sub-sections of the Damage Tracking section, use the following guidelines:

Hits: This value represents how many hits of damage your character can take before going unconscious. Damage that is removed from Hits is sometimes referred to as Bruising or Fatigue, depending upon the source. When a character casts a spell, he takes Fatigue, unless he rolls exceptionally well, and that Fatigue is subtracted from hit Hits.

Every Race has its own number of Base Hits. To this you add a number equal to your character's Stamina plus any hits gained through Training Path abilities or Talents. The total goes on the line to the left of the box.

Minor Wounds: This is the total number of Minor Wounds that a character can receive before he is unconscious. It is a value that is equal to the character's Constitution Stat.

If a character has received one or more Minor Wounds, he receives a -1 modifier to all actions for each Minor Wound received. Minor Wounds can be received even if a character still has Hits left.

Major Wounds: This is the total number of Major Wounds that a character may receive before he is unconscious. It is a value equal to the character's Constitution Stat minus 1. A character can never have less than 1 Major Wound starting out, so if Con -1 is equal to zero or less, this would still be a 1.

If a character has received one or more Major Wounds, he receives a -2 modifier to all actions for each Major Wound received. Major Wounds can be received even if a character still has Hits or Minor Wounds left.

Dire Wounds: This is the total number of Dire Wounds that a character may receive before he is dead. It is a value equal to the character's Constitution Stat minus 2. A character can never have less than 1 Dire Wound starting out, so if Con -2 is equal to zero or less, this would still be a 1.

If a character has received one or more Dire Wounds, he receives a -3 modifier to all actions for each Dire Wound received. Dire Wounds can be received even if a character still has Hits or Minor or Major Wounds left.

Penalties from Wounds: Should a character receive a -10 or greater penalty from Wounds, he must make a Save vs. Stamina or be rendered unconscious for 1 minute for each point that the Save is failed by. The TN of the Save is increased by 1 for each point of penalty greater than -10 (i.e. a -12 increases TN of Save from 15 to 17). Should the penalty be equal to or greater than -20, then the character will fall unconscious without a Save. The character will then remain unconscious until the Penalty drops below -20.

Dazed: A character has a Dazed Threshold equal to his Con + 4. Should the character receive a number of hits equal to or greater than his Dazed Threshold, he will be Dazed for 1 round. The only time a character would not be Dazed from the Hits received in a single attack is if it Stunned him instead.

While Dazed, the character is limited to no more than a single Half Action and a single Snap Action for the round.

Stuns: Should a character take a number of Hits from a single attack that is equal to or greater than his Stamina +4, he will be Stunned for 1 round. While Stunned, the character may only perform those actions listed as Abort Actions.

It is possible, unlikely but still possible, that a character's Stun Threshold is lower than his Dazed Threshold. In such rare instances, the character will not be Dazed from Hits taken, instead going straight to Stunned. This issue with the Thresholds would have no impact on Daze or Stun received from Boons.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: Trentin Bergeron on January 22, 2019, 07:03:10 AM
I have a copy of version 11, and the number of procedures to determine damage seems a little... heavy. Not complex per se, but a lot of choices. IME players can easily get analysis paralysis with all these choices.

Is that still how damage works?
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on January 22, 2019, 07:10:28 AM
At the moment, yes.

Suggestions and recommendations welcome.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on January 22, 2019, 07:24:59 AM
Just realized that the character sheet does not include Staggered on there (for Dazed, Staggered, Stunned, the three conditions that limit the type of actions that may be performed), I think that I will need to include that.




I have a copy of version 11, and the number of procedures to determine damage seems a little... heavy. Not complex per se, but a lot of choices. IME players can easily get analysis paralysis with all these choices.

Is that still how damage works?




Are you referring to players making the choice of what type of damage to do? Should I make that less optional, and more automatic? (i.e.if you do 12 hits, that actually translates to 2 Hits, and 1 Minor Wound), unless a player is intentionally trying to subdue, in which case, it is all Hits, and no Wounds?

I am referring to the Alternative Damage section on page 77 (where the player can choose to swap hits for other types of damage).
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: kenbert on January 23, 2019, 07:29:13 AM

Just realized that the character sheet does not include Staggered on there (for Dazed, Staggered, Stunned, the three conditions that limit the type of actions that may be performed), I think that I will need to include that.




Could we see what the new character sheet looks like?
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on January 23, 2019, 07:41:02 AM
sure
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: kenbert on January 23, 2019, 08:09:57 AM

sure



Awesome, thanks   Interesting tidbits of new information on the sheet.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: Trentin Bergeron on January 25, 2019, 09:36:03 PM
...

Are you referring to players making the choice of what type of damage to do? ...




Yes. That seems overly complicated. I would love to see some tables that apply damage based on attack type (ballistic, bludgeoning, slashing, piercing, etc.) that assign damage based on the result. Not weapon specific tables and not any cute descriptive text, just a "if I use a weapon with this type of damage, and I roll this well, what damage do I do" kind of a reference.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: Trentin Bergeron on January 26, 2019, 02:15:29 AM
I'm really fuzzy on how damage actually works. Do hits overflow into minor --> major --> dire? In the playtest draft it mentions multiples that = wounds. So, do you just use the highest divisor?
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on January 26, 2019, 04:19:29 AM

...

Are you referring to players making the choice of what type of damage to do? ...


Yes. That seems overly complicated. I would love to see some tables that apply damage based on attack type (ballistic, bludgeoning, slashing, piercing, etc.) that assign damage based on the result. Not weapon specific tables and not any cute descriptive text, just a "if I use a weapon with this type of damage, and I roll this well, what damage do I do" kind of a reference.




Interesting idea.




I'm really fuzzy on how damage actually works. Do hits overflow into minor --> major --> dire? In the playtest draft it mentions multiples that = wounds. So, do you just use the highest divisor?




The current rules are basically player's choice. You do xx hits, so you can exchange some for y or some for z, etc..

One thing that you previous comments had me thinking about, since weapons all basically do a range of damage (DR to (3x DR)), was creating a small table that said "if you do a total of x hits, you do this damage, etc...

I like the suggestion of changing missile weapons to be Ballistic (or perhaps LSB, Low Speed Ballistic, to reflect bows and such, and HSB, High Speed Ballistic for slug throwers (i.e. guns), to be added later on).

What is hilarious is that by putting it on a table, it starts looking like a crit table....
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: Trentin Bergeron on January 26, 2019, 06:14:30 AM
...

I like the suggestion of changing missile weapons to be Ballistic (or perhaps LSB, Low Speed Ballistic, to reflect bows and such, and HSB, High Speed Ballistic for slug throwers (i.e. guns), to be added later on).

What is hilarious is that by putting it on a table, it starts looking like a crit table....




I really like LSB and HSB split.

It is funny they won't look exactly like "critical tables" however. More like "speed up the math" tables. (http:///bigsmile.gif)
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on January 26, 2019, 07:40:51 AM
Wonder if I should have listings like

5 Hits, 1 Dz OR 2 Hits, 1 Stun

Thus allowing for some choices overall. (no more than 2 0r 3 per entry

Or something like

-4 Hits for Minor Penalty max of -5
-5 hits for Dazed (max of 2
-10 hits for 1 Stun

Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: kenbert on January 26, 2019, 07:48:38 AM

Wonder if I should have listings like

5 Hits, 1 Dz OR 2 Hits, 1 Stun





I think this is nice and clear.





-4 Hits for Minor Penalty max of -5
-5 hits for Dazed (max of 2
-10 hits for 1 Stun




On first reading this it was confusing to me.  Certainly there is more flexibility with this approach.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on January 26, 2019, 08:21:16 AM
Sorry,

In the first option it is giving pre-made combinations based on the total number of hits.

In the second one, it is listing the options you can use, and how much each on subtracts from the total roll.

And I just realized that the second one would not work out well.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on January 26, 2019, 12:28:48 PM
I was thinking last night that you could use a colored table/column system like the old Marvel Super Heroes game.  That Universal Table is one of the best RPG tools I've ever used.  I have a d20 version somewhere.......being the ever tinkerer that I am....
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on January 26, 2019, 10:30:19 PM
I wonder if the Boons, Combat Moves, and Swapping options are going to be over-whelming in game.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on January 27, 2019, 04:14:51 AM
You may be right there. Boons and Combat Moves should be more than enough. Hence the limited damage choices based on the total "Hits" done.

I was also thinking of simply making a mandatory damage swap.

For example,

If you do 20 or more Hits, you must exchange 10 of them for 1 round of Stun (thus giving the foe 10 hits and 1 Stun).

Or something along those lines, thus the table would essentially be xx hits converts to yy total damage.

Or we could just pull the damage swapping from the core, to make it an optional rule later on, and just have hits, and then extra damage from Boons (except for the Dazed and Stunned thresholds, which are in addition to hits.)

That might be the simplest way to go.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on January 27, 2019, 11:58:08 AM
I think we should pull it from the core, but keep it on the back burner as a full optional combat system.  The 5 or 6 times I've run Novus for a new player I've left Combat Moves out because Boons were enough and game play slowed down too much.  We always developed them later.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on January 27, 2019, 02:15:14 PM
I may include the Hit Swapping for Wounds, as a non-optional kick.

If you do 10 or more hits, you subtract 5 and do 1 Minor Wound and the remainder of the hits. If you do 15 or more Hits, you subtract 10 and do a Major Wound and the remainder of the Hits, if you do 20 or more, you subtract 15 hits, and do one Dire Wound and the remainder of the Hits.

Attacks made to subdue the foe, do only Hits, and no Wounds regardless of how many Hits delivered.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on January 27, 2019, 02:23:06 PM
I think when I originally developed the Thresholds the effects were not optional.  It was if you equaled the 1st threshold you were dazed, if you equaled the second you were stunned, etc.  That way you had an auto effect for higher damage.  It works really well like that IMO. 
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on January 27, 2019, 02:43:36 PM
Yup, that is how those currently work, with the Alternative Damage being a bit optional (but also confusing, I agree).
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on January 27, 2019, 04:05:17 PM
So, this is what I see.  Too many options.  And they overlap enough that they devalue each other.  I like the general idea of "massive damage" effects represented by damage thresholds being built in to the game because they are quick & easy to understand.  But, Dazed & Stunned are 1 point Boon results.  Meaning it's more than likely that if you Stunning a foe, you are likely also getting a 1 point boon because the Boon is based off the attack roll, not the damage.

This is where my math obsession kicks in: So, a Kobold (pg. 195 v11) has a DEF of 25 & AR of 8.  Daze is 9, Stun is 12.
If a PC with an Attack bonus of +10 and a base damage of 10 attacks this kolbold they need to roll a 35 to score a boon (seems high?).  But, after reducing the base damage of 10 by the AR of 8 we are left with 2 damage + scaled.  If you roll a 35 you automatically stun that foe & get a boon point (2+10=12 damage). 
Here's the thing: it's the same result but one is the result of Affect (skill) and the other Effect (damage).  I personally like the Effect version better as tougher creatures are less likely to be stunned & dazed.  However, the Boon point trigger is a critical (pardon the pun) part of Novus.
I wonder if the Stun & Dazed effects should be removed from boons or it might make sense to either remove the thresholds (as they seem to be included as boons anyway)
From a "sales" perspective they are both interesting- but, Boons & Snags are the unique to Novus feature.
Thoughts?
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: kenbert on January 27, 2019, 11:44:13 PM

So, this is what I see.  Too many options.  And they overlap enough that they devalue each other.  I like the general idea of "massive damage" effects represented by damage thresholds being built in to the game because they are quick & easy to understand.  But, Dazed & Stunned are 1 point Boon results.  Meaning it's more than likely that if you Stunning a foe, you are likely also getting a 1 point boon because the Boon is based off the attack roll, not the damage.

This is where my math obsession kicks in: So, a Kobold (pg. 195 v11) has a DEF of 25 & AR of 8.  Daze is 9, Stun is 12.
If a PC with an Attack bonus of +10 and a base damage of 10 attacks this kolbold they need to roll a 35 to score a boon (seems high?).  But, after reducing the base damage of 10 by the AR of 8 we are left with 2 damage + scaled.  If you roll a 35 you automatically stun that foe & get a boon point (2+10=12 damage). 
Here's the thing: it's the same result but one is the result of Affect (skill) and the other Effect (damage).  I personally like the Effect version better as tougher creatures are less likely to be stunned & dazed.  However, the Boon point trigger is a critical (pardon the pun) part of Novus.
I wonder if the Stun & Dazed effects should be removed from boons or it might make sense to either remove the thresholds (as they seem to be included as boons anyway)
From a "sales" perspective they are both interesting- but, Boons & Snags are the unique to Novus feature.
Thoughts?




My preference would be to keep daze and stunning effects as boons only.  If you move daze and stunning effects to damage then what about other damage based effects like bleeding effects? You could argue that effects like bleeding need to be moved to damage too.

As a side topic, I plan on houseruling dazed and stunning effects cost more boon points for puncturing weapons.  Similarly, bleed effects cost more boon points for crushing weapons. Similarly, other effects could be more costly for different weapon types.  In my mind this further distinguishes weapons without adding too much complexity.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on January 28, 2019, 12:30:43 AM
I actually think Dazed & Stun should be based on the thresholds and bleeding etc be Boons based on the Damage Type.  In effect we could have Damage type based boons - I think it was Darb who had started developing some Cold based ones already.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: kenbert on January 28, 2019, 01:29:59 AM

I actually think Dazed & Stun should be based on the thresholds and bleeding etc be Boons based on the Damage Type.  In effect we could have Damage type based boons - I think it was Darb who had started developing some Cold based ones already.



I believe that blunt trauma is much more likely to daze or stun you than puncture wounds.  If you base dazing and stunning on damage taken then you can't discriminate between the damage types unless you have different thresholds.  I still feel that effects like bleeding are equally valid for thresholds.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on January 28, 2019, 02:26:16 AM
I certainly don't disagree.  I think it's a matter of game design preference.  It seems that it should be one or the other is my observation.  I'm OK with either.  The spirit of the boon was that you did something so well that you got to choose an extraordinary & sometimes cinematic effect.  To me that is pretty cool.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on January 28, 2019, 05:43:08 AM
You both make valid arguments.

I like having Dazed & Stun with thresholds because that can allow for those effects without requiring a Boon point. Perhaps, I should revisit the Thresholds (maybe reduce or remove the +4 portion)

Or perhaps something like this

Extra Damage
Dealt when the amount of damage exceeds one of the Thresholds







Threshold     Bashing    Slash/Pierce     SMP     Energy
Con+2     1 Daze     1 Pen     1 Bleed     1 Pen
Stamina+2     1 Stun     1 Bleed     1 Pen     1 Stun




SMP = Slow Moving Projectiles (Bows, Crossbows, etc)
Energy = Any magical or other type of attack that does not fit within another classification (i.e. lightning, heat, cold)

An then the Boon Points still remain, and as always, a selected Boon must make sense for weapon an situation. I would not allow a simple Mace to do Bleeding damage. Penalties, yes, but not Bleeding.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: Trentin Bergeron on January 28, 2019, 08:16:39 AM

I may include the Hit Swapping for Wounds, as a non-optional kick.

If ...




This feels easier to use in play!
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: Trentin Bergeron on January 28, 2019, 08:32:28 AM
...

Or perhaps something like this

...




Thresholds are an awesome idea, I suggest using them for wounds vs. effects.

I would keep stun, dazed and bleeding as boons. Makes it more fun. I would also have some kind of "tagging" system on weapons, where you get a boon cost penalty for weapons that are harder to inflict any of these conditions (so 'bleed 0' is base boon cost but 'bleed 2' is boon cost +2, as an example). Then you can customize weapons for various advantages/disadvantages. I saw this in another system and thought it was brilliant.

I would have a threshold table on the character sheet and base the wound type on that threshold. Make it a simple horizontal table Minor[ ] - Major [ ] - Dire [ ]. The threshold is a combination/average of attributes. So, a bigger tougher creature is harder to wound than a weaker one (versus static numbers which don't take into account bulk, etc.).




    [li]Attacker determines result (boons).[/li]
    [li]Damage is determined in hits.[/li]
    [li]Defender reduces with Armor.[/li]
    [li]Remaining hits are compared to Threshold Table.[/li]
    [li]Subtract the highest Threshold obtained and take that type of Wound.[/li]
    [li]Remaining hits are subtracted from Hits.[/li]
    [/list]

    I would suggest making a set of boxes for each wound type, so you just cross out the boxes not available based on your stats and check off a box for each wound. This will feel more stressful versus basic scratch notes. I would keep hits like "hit points" and not use boxes for those.[/list]
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: kenbert on January 28, 2019, 08:32:53 AM

Extra Damage
Dealt when the amount of damage exceeds one of the Thresholds





Threshold     Bashing    Slash/Pierce     SMP     Energy
Con+2     1 Daze     1 Pen     1 Bleed     1 Pen
Stamina+2     1 Stun     1 Bleed     1 Pen     1 Stun


SMP = Slow Moving Projectiles (Bows, Crossbows, etc)
Energy = Any magical or other type of attack that does not fit within another classification (i.e. lightning, heat, cold)

An then the Boon Points still remain, and as always, a selected Boon must make sense for weapon an situation. I would not allow a simple Mace to do Bleeding damage. Penalties, yes, but not Bleeding.




I think that something like this would work well.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on January 28, 2019, 11:21:01 AM
I like it too.  I pretty much like all of the options; I just don't want the game overwhelmed with them.  So, I think we should take a close look now before it gets to open beta.  I'm planning on GMing the beta within the next month or two for two different groups (hopefully).
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on January 28, 2019, 05:54:53 PM
The extra damage above, would be part of the Core and would go a long ways to making the weapons more distinct. For those that can use Slash or Pierce, the player would have to choose which he is doing BEFORE his attack, so the GM knows what type of extra damage is being applied.

these would NOT be swapping hits for stuff.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on January 31, 2019, 02:30:11 AM
On a similar yet unrelated note.....can we do away with adding stats to base damage?  Your skill roll is already modified by your stat, so, in theory it already adds hit points via scaled damage.  It's always bothered me for some reason......... 
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on January 31, 2019, 02:35:34 AM

On a similar yet unrelated note.....can we do away with adding stats to base damage?  Your skill roll is already modified by your stat, so, in theory it already adds hit points via scaled damage.  It's always bothered me for some reason......... 




Remember, in the current rules, a different stat is added to the damage, but I will take a closer look (as that would mean another reworking of monsters heheh). But yeah, that would make things easier and less complicated in the long run.

And the more I think about it, the more I do like that idea, since it does simplify things.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: kenbert on January 31, 2019, 04:00:07 AM


On a similar yet unrelated note.....can we do away with adding stats to base damage?  Your skill roll is already modified by your stat, so, in theory it already adds hit points via scaled damage.  It's always bothered me for some reason......... 


Remember, in the current rules, a different stat is added to the damage, but I will take a closer look (as that would mean another reworking of monsters heheh). But yeah, that would make things easier and less complicated in the long run.

And the more I think about it, the more I do like that idea, since it does simplify things.




The only thing is it would be strange to me to not add your strength stat to the damage that you inflict for muscle powered weapons.  By removing the damage stat to the damage this would effectively remove strength from the damage inflicted for a majority of weapons. 
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on January 31, 2019, 04:26:20 AM

The only thing is it would be strange to me to not add your strength stat to the damage that you inflict for muscle powered weapons.  By removing the damage stat to the damage this would effectively remove strength from the damage inflicted for a majority of weapons. 




Yeah, that is part of the issue (as to why they have not been removed yet).

I could do Averaged Stats for weapons (i.e. add 2 Stats, divided by 2, round down), and put this on the Weapon Table.. Afterall, the use of many weapons is often a combination of stats Strength and Dex in most cases

Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: kenbert on January 31, 2019, 07:00:58 AM


The only thing is it would be strange to me to not add your strength stat to the damage that you inflict for muscle powered weapons.  By removing the damage stat to the damage this would effectively remove strength from the damage inflicted for a majority of weapons. 


Yeah, that is part of the issue (as to why they have not been removed yet).

I could do Averaged Stats for weapons (i.e. add 2 Stats, divided by 2, round down), and put this on the Weapon Table.. Afterall, the use of many weapons is often a combination of stats Strength and Dex in most cases




I think that averaging two stats would work since the resolution for hitting and damaging your opponent is combined into one roll.  It is a bit of a paradime shift in that the damage stat will now be used in the generation of boon points.  This is not a bad thing.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on January 31, 2019, 11:31:16 AM
Personally, I'd rather avoid stat averaging.  My opinion on STR in melee is that it is part of the Base Damage because you use it to reach the STR minimum required to wield a weapon.  Realistically, your STR in melee is actually the difference between your STR and the STR minimum associated with the weapon.

IMO we should mimic what Hero System (and GURPS I think) does and only allow you to "push" the Base Damage of a Weapon if your exceeds the STR minimum by X points.  There are no STR Minimums in Novus- but you could do this by weapon size Small (STR 7-9), Medium (STR 10-12), Large (STR 13-15) for example.  The Caveat for Large Weapons is that they are two handed.  Maybe you can add your STR to weapon damage if your value (using a Novus 1 reference) exceeds the STR Minimum by 5 points or something?

Just a thought.

Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on January 31, 2019, 11:45:52 AM




Personally, I'd rather avoid stat averaging.  My opinion on STR in melee is that it is part of the Base Damage because you use it to reach the STR minimum required to wield a weapon.  Realistically, your STR in melee is actually the difference between your STR and the STR minimum associated with the weapon.




Yeah, I am not a fan of averaging stats either.  If I can avoid it, I will.




IMO we should mimic what Hero System (and GURPS I think) does and only allow you to "push" the Base Damage of a Weapon if your exceeds the STR minimum by X points.  There are no STR Minimums in Novus- but you could do this by weapon size Small (STR 7-9), Medium (STR 10-12), Large (STR 13-15) for example.  The Caveat for Large Weapons is that they are two handed.  Maybe you can add your STR to weapon damage if your value (using a Novus 1 reference) exceeds the STR Minimum by 5 points or something?




How about something like:

Melee Push -- Take a -5 modifier to your Initiative Point (IP) and if your attack is successful, you can add your Str to the amount of damage dealt. Two handed weapons only get a -2 modifier to IP. This does not effect either Base Damage or the Scaled Damage limits.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on January 31, 2019, 07:22:41 PM
Seems good to me.  Maybe add a cap of +1, +2, +3 DMG based on weapon size?
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: kenbert on January 31, 2019, 07:54:57 PM

Personally, I'd rather avoid stat averaging.  My opinion on STR in melee is that it is part of the Base Damage because you use it to reach the STR minimum required to wield a weapon.  Realistically, your STR in melee is actually the difference between your STR and the STR minimum associated with the weapon.

IMO we should mimic what Hero System (and GURPS I think) does and only allow you to "push" the Base Damage of a Weapon if your exceeds the STR minimum by X points.  There are no STR Minimums in Novus- but you could do this by weapon size Small (STR 7-9), Medium (STR 10-12), Large (STR 13-15) for example.  The Caveat for Large Weapons is that they are two handed.  Maybe you can add your STR to weapon damage if your value (using a Novus 1 reference) exceeds the STR Minimum by 5 points or something?




In GURPS melee weapon damage is an adder to your base thrusting or swinging damage from your strength e.g. ig your base swing damage is 2d from your strength and the weapon does sw+2 then you would deal 2d+2 damage.  You take penalties to your attack if you do not meet the minimum strength. 





Yeah, I am not a fan of averaging stats either.  If I can avoid it, I will.




Yeah, I would set up the math to avoid averaging.




How about something like:

Melee Push -- Take a -5 modifier to your Initiative Point (IP) and if your attack is successful, you can add your Str to the amount of damage dealt. Two handed weapons only get a -2 modifier to IP. This does not effect either Base Damage or the Scaled Damage limits.



I am sorry but I am not a fan of this.  I really think that STR should always add to damage for the majority of weapons.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on January 31, 2019, 09:24:40 PM
I just think the stat adding into damage twice doesn't make sense.  I have no problem with it adding to Damage once.  The way Novus 1 works is if you have a DEX based weapon DEX adds to the AB and the DMG.  If, say DEX was added to the AB but STR to the DMG this would somehow make more sense to me.  Does that make sense to someone else?
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: kenbert on February 01, 2019, 12:25:49 AM

I just think the stat adding into damage twice doesn't make sense.  I have no problem with it adding to Damage once.  The way Novus 1 works is if you have a DEX based weapon DEX adds to the AB and the DMG.  If, say DEX was added to the AB but STR to the DMG this would somehow make more sense to me.  Does that make sense to someone else?



Yep, this is how most games handle it.  However, in Novus like Rolemaster there is a one role resolution for hitting and determining the amount of damage unlike many other games which have separate rolls. This makes it harder to split "to-hit"  stat mods and "damage" stat mods. I like the rules in LN #11.  Splitting the stats and enforcing damage caps for scaled damage work well.  In essence the "to-hit" stat does not necessarily add to damage due to the scaling damage cap.  It does still affect the generation of boons.  The damage stat always adds to damage.   I think that this works well. 
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on February 01, 2019, 05:00:15 AM
Ok, here is an idea......

Right now a weapon has a damage range equal to "from x to 3x" where x is the Damage Rating of the weapon.

What if we changed it to (for Melee Weapons only), "from x to 3x+Str"?

Thus if your character has a Str of 3, a Dagger (DR4) would have a damage range of 4 to 15 if wielded in melee, but on 4 to 12 if thrown.

This way Strength is part of the Damage calculations, but we are not technically adding stats twice or adding multiple stats


Oh, side note -- LN11 is actually Novus 2.0 rules adapted to Novus.  (http:///smile.gif)
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: kenbert on February 01, 2019, 06:07:47 AM

Ok, here is an idea......

Right now a weapon has a damage range equal to "from x to 3x" where x is the Damage Rating of the weapon.

What if we changed it to (for Melee Weapons only), "from x to 3x+Str"?

Thus if your character has a Str of 3, a Dagger (DR4) would have a damage range of 4 to 15 if wielded in melee, but on 4 to 12 if thrown.

This way Strength is part of the Damage calculations, but we are not technically adding stats twice or adding multiple stats





Sorry Tim but your proposal still doesn't sit right to me.  If I may, I have a proposed change:

What if the "to hit" stat bonus is only used in the determination of whether you hit or not and for the generation of boons/ avoiding snags.  It would not be added to the scaled damage- only your skill rank bonus and die roll is used to determine whether you deal scaled damage.  Your "damage" stat is then added to the weapons base damage.  In this case, only one stat is ever added to damage.




Oh, side note -- LN11 is actually Novus 2.0 rules adapted to Novus.  (http:///smile.gif)



I think the rules in LN11 really improve Novus.  (http:///smile.gif)
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on February 01, 2019, 08:20:32 AM
Ok, some rationale......

I use Speed or Dexterity as the  Stat to be used with combat skills (not including ranged attacks) because foes will be bobbing and weaving and trying to dodge one another while trying to attack as well. And this represents the characters using that finesse as it were to get through the foe's guard to strike.

And while thinking about this issue, it occurred to me that adding strength to an attack's damage is problematical, at least on every single attack.

So I took a look at the Action section of the rules.

We have the following:



And the problem lies here:
Full Action
[/list]


Basically, I am equating an attack with full AB to be the equivalent to making multiple attacks, when they should take longer, but if they take longer than a round, that defeats the purpose of them.

So...................

I have come up with this idea........



What can be done in a round
Types of Actions
  • 1 Maximum Action OR
  • 1 Full Action and 1 Snap Action OR
  • 1 Full Action and 1 Snap Action OR
  • 2 Half Actions and 1 Snap Action OR
  • 1 Half Action and 2 Snap Actions


Maximum Action
[/list]
  • Melee Attack (Full AB; add Str to Damage)
  • Multiple Melee Attacks (full AB)

Full Action
[/list]
  • Melee Attack (Full AB)
  • Melee Attack w/ Tiny Weapon (Full AB, add Str to damage)
  • Unarmed Attack (punch/kick only, add Str to damage)
HalfAction
[/list]
  • Melee Attack (Full AB; add Str to Damage)
  • Attack w/ (non-Tiny)Melee Weapon or Unarmed
    Attack (-4 to Attack Roll)
  • Attack w/ Tiny Weapon (full AB)
  • Unarmed Attack (Punches/kicks only, full AB)
  • Defensive Action (Block, Dodge, or Dive for Cover;
    cannot be declared in same round as an Attack Action)
[/list]


This allows Str to be added for Melee Attacks, but at a slight cost. [/list]
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: kenbert on February 01, 2019, 08:43:15 AM

So I took a look at the Action section of the rules.

We have the following:
  • 1 Full Action and a Snap Action OR
  • 2 Half Actions and a Snap Action OR
  • 1 Half Action and 2 Snap Actions
[/list]




Hmmm .... seems action points are gone.  Will you preview the new system soon?
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: kenbert on February 01, 2019, 11:21:59 AM

Ok, some rationale......

I use Speed or Dexterity as the  Stat to be used with combat skills (not including ranged attacks) because foes will be bobbing and weaving and trying to dodge one another while trying to attack as well. And this represents the characters using that finesse as it were to get through the foe's guard to strike.

And while thinking about this issue, it occurred to me that adding strength to an attack's damage is problematical, at least on every single attack.

So I took a look at the Action section of the rules.

We have the following:
  • 1 Full Action and a Snap Action OR
  • 2 Half Actions and a Snap Action OR
  • 1 Half Action and 2 Snap Actions

And the problem lies here:
Full Action
[/list]
  • Melee Attack (Full AB, Multiple attacks if available, etc)

Basically, I am equating an attack with full AB to be the equivalent to making multiple attacks, when they should take longer, but if they take longer than a round, that defeats the purpose of them.

[/list]




I'm guessing that the concern is the penalty for making multiple attacks doesn't offset the increased damage that could occur when str is added to every attack i.e. the potential reduction in scaled damage due to the penalty doesn't offset the potential increase in damage due to adding str to every attack.

Perhaps half str bonus (rounded down) could be added for multiple attacks , half action attacks, etc.  This would still give a benefit to strong characters without it being overwhelming.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on February 01, 2019, 02:36:56 PM
This is quite interesting.  The more I look at the layers of rules for damage the more I see over-lap.  For example, the 1 point Boon Strong Attack: Does additional Base Damage equal to Strength Stat Bonus. May not be used with Adrenal Surge. 

When I look at the way DMG was written in Novus your stat adds to your Base Damage. Base Damage is modified by some Boons and so the effect of having a Stat bonus are a core part of the Boon system in many ways.  I wonder if we can just remove the Stat from weapon DMG and rely on a generic 1 point Boon based off of Strong Attack to cover the added stat damage (from whatever choice of the 4 attack stats you want)?

So, if you were wielding a Short Sword (Light Blades-DEX) your AB would be based off your DEX, but, if you had a higher STR bonus you would be able to choose to add it to your Base Damage.  And maybe you could further manipulate the Base Damage that includes your STR? Like combining Strong Attack with a Boon like Severe Blow: You do double (2x) Base Damage. May not be combined with other damage multipliers.?

I understand the idea of making weapon damage a little bit variable from PC to PC or Monster to Monster but, I wonder if it devalues Boons if you add it in as base damage.  Again, the stat is already accounted for in the scaled damage.

The proverbial can of worms it seems...

Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: kenbert on February 01, 2019, 09:46:17 PM

This is quite interesting.  The more I look at the layers of rules for damage the more I see over-lap.  For example, the 1 point Boon Strong Attack: Does additional Base Damage equal to Strength Stat Bonus. May not be used with Adrenal Surge. 

............

I understand the idea of making weapon damage a little bit variable from PC to PC or Monster to Monster but, I wonder if it devalues Boons if you add it in as base damage.  Again, the stat is already accounted for in the scaled damage.

The proverbial can of worms it seems...




I personally don't think that adding a "damage" stat to damage devalues boons.  Boons are much harder to achieve than just hitting; therefore, they occur less often. Needing a boon to add a "damage" stat to damage just doesn't make sense to me.

Boxers and MMA fighters fight in different weight classes for a reason and it has nothing to do with skill level.  Heavier and stronger boxers hit harder with every blow. 
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: Trentin Bergeron on February 01, 2019, 10:27:02 PM

Ok, here is an idea......




This is genius.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: Maestro on February 01, 2019, 10:48:58 PM
Oh my...
  This thread has exploded in the little time I have been gone.
  So I've read through most everything on this thread and the current problem seems to be that adding two stats to damage is problematic to some. Personally, I see no problem with it; mostly for 2 reasons.
  1. It makes perfect, real life sense that a skilled swordsman (Or whatever weapon) can do just as much damage as a wild strong man swinging as hard as he can. In fact, the skilled man has more chance of landing a hit, but no one is going to ignore the wild strong man just because he has little skill. He is still dangerous. I feel that this is reflected well in Novus, where skill not only lets you hit but also lets you hit better, but in a tight situation where you must weild unfamiliar weapons, you can just use brute force.
  2. Taking damage modifiers out of the combat system slows down what I have noticed is already a semi- slow combat system.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on February 03, 2019, 03:46:46 AM

Oh my...
  This thread has exploded in the little time I have been gone.
  So I've read through most everything on this thread and the current problem seems to be that adding two stats to damage is problematic to some. Personally, I see no problem with it; mostly for 2 reasons.
  1. It makes perfect, real life sense that a skilled swordsman (Or whatever weapon) can do just as much damage as a wild strong man swinging as hard as he can. In fact, the skilled man has more chance of landing a hit, but no one is going to ignore the wild strong man just because he has little skill. He is still dangerous. I feel that this is reflected well in Novus, where skill not only lets you hit but also lets you hit better, but in a tight situation where you must weild unfamiliar weapons, you can just use brute force.
  2. Taking damage modifiers out of the combat system slows down what I have noticed is already a semi- slow combat system.




Ok, so what I have decided to do is a combination of both ideas I presented above.

1) Str becomes a modifier to the maximum amount of Scaled Damage that can be dealt, but is not applied to actual damage.
2) Added the Maximum Action for multiple attacks and an attack that includes adding Str to the the total damage dealt (with other Actions to account for these changes).

This allows for the wild strong man as well as skill based attacks both.

And for those worried about the Combat Boons, Those have actually changed greatly from Novus 1.0, the current list does not have the Adrenal Surge or Strong Attack (I may need to add some entries back in)

Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on February 03, 2019, 04:02:57 AM
Works for me.  I think a lot of stuff will work itself out when we get to a play test.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on February 03, 2019, 04:15:20 AM
yup, I am working on the next playtest doc for you guys AND on building a beta doc for public release.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: kenbert on February 03, 2019, 04:18:07 AM

yup, I am working on the next playtest doc for you guys AND on building a beta doc for public release.



I'm looking forward to seeing all of changes....
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: Fidoric on July 27, 2019, 11:56:05 PM
1) Str becomes a modifier to the maximum amount of Scaled Damage that can be dealt, but is not applied to actual damage.



Meaning that a troll will deal as much damage as a halfling wielding the same  weapon except if it rolls high enough. This is not very believable IMO. I am much more in favor of using both attack stat and damage stat. I understand the problem with multiple attacks. Maybe we can consider adding strength to an only attack each round?



2) Added the Maximum Action for multiple attacks and an attack that includes adding Str to the the total damage dealt (with other Actions to account for these changes).



I understand the rationale for multiple attacks would should require more activity than a single one. Not sure about the second part as it contradicts my previous point.

Besides if strength is not use anymore to calculate damages it becomes almost useless for warriors. This is counter intuitive. Why would any character put a high value in strength if it does not allow him to delà more damages, wield heavier weapons or bulkier armors?
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on July 28, 2019, 02:52:21 AM
Say a Troll has a strength of 7 and a Halfling has a strength of 3.

A dagger normally does  4  hits base, and up to 4 hits of scaled damage. Under the Strength as a modifier to scaled damage paradigm, the Halfling would do 4 hits of base damage and up to 7 hits of scaled damage (4-11 hits total), while the troll would do 4 hits base and up to 11 hits of scaled damage (4-15 hits total).

Now strength (usually) does add into the attack roll, and the better the roll the more damage dealt. This way, we do not normally add the strength stat twice.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: Fidoric on July 28, 2019, 08:53:09 AM
Understood.
My concern is that this troll would have to roll high before his strength comes into play (at least 8 points above its foés DT). And this get worse with heavier weapons. The more DR your weapon have the higher you need to roll before benefiting from your strength. With a dagger you need to roll 8+ above DT, with a broadsword 16+ ( twice DR) and up to 24+ for the longer polearms.
This means that the heavier weapons like Greatswords are those that benefits the less from high strength. That seems weird.
I think this is more troublesome than using two stats in combat. After all, weapons are just a means to give additional strength through leverage and produce additional effects through their « business end ».
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on July 28, 2019, 10:36:55 AM
Maybe change damage to something like

St+(amount over DT) + (1/2 Current DR).

This would allow forStr to be the core of damage, and the weapon to add more (and add other types of damage, i.e. bleeding, etc..)

Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: Fidoric on July 28, 2019, 03:05:49 PM
It could be cool. Weapons would have Str (or whatever) + x to damage.
It's actually in line with the current daze/stun threshold. Whose status are mainly induced by the concussive strength of the strike.
You may even have variants. Quarterstaves and polearms could conceivably use speed as their damage stat, maybe through a combat style. That could make some weapons more desirable for small people for example.
I imagine boons effect would be related to the 'business end'. Thus bleeding, wounds and other lethal effects would remain in the boons table only. You can add some special attributes to each weapon with specific boons enabled only for certain weapons. A dagger may have Bleeding 1, meaning it can cause a bleed for 1 boon, whereas a warhammer could have light wound 2 meaning it can cause light wounds for two boons. The numbers are merely examples.

Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: Fidoric on July 28, 2019, 03:20:07 PM
Speaking about wounds, some quick thoughts without any play testing.
Why can't we put them il line with the complication system which is a great improvement I think. You coud have minor wounds equating with minor complications and major wounds with major complications. Dire wounds? Both a minor and a major?
The penalties go to all actions.
If a limb receives more penalties than the character's stamina, it is useless until healed.
More penalties than stamina+Will, the character is unconscious (needing another threshold).
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: Fidoric on July 28, 2019, 03:32:18 PM
Larger creatures could have (should have) a wound resistance. No way you can shatter a dragon bone with a trike from a puny mace.
Medium size : no adjustment
Large size : -1 turning major wounds into minor and minor into mere penalty. (Ogre, Troll...)
Very large : -2 turning dire into light, major into penalty and ignores light wounds.
Something like hat would be easy to implement but would demand a rewriting of how wounds work. 
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on July 28, 2019, 07:48:42 PM
This is something to consider.  I'm a big advocate for "system balance".  In my experience an approach like this will make it easier to convert Novus from a Fantasy game to other genres. 
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on July 29, 2019, 05:05:51 AM
I, too find it interesting, especially the Complications route, though that would definitely require some rewriting (which I am not against).

Normally a complication (or advantage) adjusts the target number, but for combat, it cannot do that simply.

Page 80 of Playtest version 14 has the table for Secondary Damage, what if we create a Combat Complications table to go with it.









































































































































[b]Combat Complications[/b]
[b]Complications[/b][b]Bash[/b][b]Slash[/b][b]Pierce[/b][b]Energy[/b]
1 MnC (DT+3)SD I (Dazed 1)SD I (Penalty -1)SD I (Bleeding 1)SD I (Penalty -1)
1 MjC (DT+5)Mn WndMn WndMn WndMn Wnd
2 MnC (DT+6)SD II (Stun 1)SD II (Bleeding 1)SD II (Dazed 1)SD II (Stun 1)
1 MnC & 1 MjC (DT+[img]/bigeyes.gif[/img]
Mj Wnd OR
(1 Mn & SD I)
Mj Wnd OR
(1 Mn & SD I)
Mj Wnd OR
(1 Mn & SD I)
Mj Wnd OR
(1 Mn & SD I)
2 MjC (DT+10)2 Mn Wnd OR
(1 Mj & SD II)
2 Mn Wnd OR
(1 Mj & SD II)
2 Mn Wnd OR
(1 Mj & SD II)
2 Mn Wnd OR
(1 Mj & SD II)
2 MnC & 1 MjC (DT+11) Dire WndDire WndDire WndDire Wnd
1 MnC & 2 MjC (DT+13)Dire Wnd & (Stun 2 or Staggered 1)Dire Wnd & (Stun 1)Dire Wnd & (Stun I)Dire Wnd & (Stun 2 or Staggered 1)
Critical Success (Natural 20)Instant DeathInstant DeathInstant DeathInstant Death





Upon creating this table, I see that we could  actually insert the actual Secondary Damage into it as well, rather than a reference to it. Hits would still be used to determine normal Secondary Damage (or we could simply add the bonus hits to each entry as well, and drop secondary damage based on total hits dealt). Boon Points could be used to increase one step in the damage column (per boon spent, but never to the Natural 20)


Having a single combat table like this could/would be useful, I think.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on July 29, 2019, 11:00:16 AM
Agreed.  A single reference point would be ideal.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on July 29, 2019, 01:29:49 PM
any thoughts on the table I did up?
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on July 29, 2019, 11:53:14 PM
I like it- it's simple enough that you could memorize it in time. 
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on July 30, 2019, 07:15:22 AM
Okay, so how does this look?

If done this way, we could remove all the secondary damage entries from Monsters, and from the character sheet (the thresholds for SD, I mean, not the tracking spaces.






























































































































































[b]Combat Damage Table[/b]

[b]Attack Roll Result[/b][b]Bash[/b][b]Slash[/b][b]Pierce[/b][b]Energy[/b]
? Defensive Threshold (DT)DR Hits*DR Hits*DR Hits*DR Hits*
? DT & 1 MnC (DT+3)DR+3 Hits*; Dazed 1 rndDR+3 Hits*; Penalty -1DR+3 Hits*; 1 hit/rndDR+3 Hits*; Penalty -1
? DT & 1 MjC (DT+5)DR+5 Hits*; 1 MnW (-1)DR+5 Hits*; 1 MnW (-1)DR+5 Hits*; 1 MnW (-1)DR+5 Hits*; 1 MnW (-1)
? DT & 2 MnC (DT+6)DR+6 Hits*; 1 MnW (-1); Dazed 1 rnd
OR

DR+6 Hits*; Stunned 1 rnd
DR+6 Hits*; 1 MnW (-1); Penalty -1
OR

DR+6 Hits*; 1 hit/rnd
DR+6 Hits*; 1 MnW (-1); 1 hit/rnd
OR

DR+6 Hits*; Dazed 1 rnd
DR+6 Hits*; 1 MnW (-1); Penalty -1
OR

DR+6 Hits*; Stunned 1 rnd
? DT & 1 MnC & 1 MjC (DT+[img]/bigeyes.gif[/img]
DR+8 Hits*; 1 Mj Wnd (-2); Dazed 1 rnd  
OR

DR+8 Hits*; 1 MnW (-1); Stunned 1 rnd; Dazed 1 rnd
DR+8 Hits*; 1 Mj Wnd (-2); Penalty -1
OR

DR+8 Hits*; 1 MnW (-1); 1 hit/rnd; Penalty (-1)
DR+8 Hits*; 1 Mj Wnd (-2); 1 hit/rnd
OR

DR+8 Hits*; 1 MnW (-1); Dazed 1 rnd; 1 hit/rnd
DR+8 Hits*; 1 Mj Wnd (-2); Penalty -1
OR

DR+8 Hits*; 1 MnW (-1); Stunned 1 rnd; Penalty -1
? DT & 2 MjC (DT+10)DR+10 Hits*; 1 MjW (-2); Stunned 1 rndDR+10 Hits*; 1 MjW (-2); 1 hit/rndDR+10 Hits*; 1 MjW (-2); Dazed 1 rndDR+10 Hits*; 1 MjW (-2);  Stunned 1 rnd
? DT & 2 MnC & 1 MjC (DT+11) DR+11 Hits*;1  DrW (-3);
OR

DR+11 Hits*; 1 MjW (-2); Stunned 1 rnd; Dazed 1 rnd
DR+11 Hits*;1  DrW (-3);
OR

DR+11 Hits*; 1 MjW (-1); 1 hit/rnd; Penalty (-1)
DR+11 Hits*;1  DrW (-3);
OR

DR+11 Hits*; 1 MjW (-1); Dazed 1 rnd; 1 hit/rnd
DR+11 Hits*;1  DrW (-3);
OR

DR+11 Hits*; 1 MjW (-1); Stunned 1 rnd; Penalty -1
? DT & 1 MnC & 2 MjC (DT+13)DR+13 Hits*; 1  DrW (-3);Staggered 1 rnd
OR

DR+13 Hits*; 1 DrW (-3); Stunned 2 rnds
DR+13 Hits*; 1  DrW (-3);Stunned 1 rnd
OR

DR+13 Hits*; 1 DrW (-3); 2 hits/rnd
DR+13 Hits*; 1  DrW (-3);Stunnned 1 rnd)
OR

DR+13 Hits*; 1 DrW (-3); Stunned 2 rnds
DR+13 Hits*; 1  DrW (-3); Staggered 1 rnd
OR

DR+13 Hits*; 1 DrW (-3); Stunned 2 rnds
Critical Success (Natural 20)Instant DeathInstant DeathInstant DeathInstant Death
* = Hits cannot exceed the sum of double the Damage Rating (DR) of the attack plus the stat used in making the attack. Thus every attack has a damage range of  DR-(2xDR+Stat)




Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on July 30, 2019, 09:37:35 AM
I'd use a similar presentation to "other games":

Attack Roll         Bash
    1-3                DR+0
    4-5                DR+3; Dazed 1rnd
    6-7                DR+5; 1MnW (-1)
etc.

The mathematical formula as part of the chart is not particularly inviting (http:///wink.gif)
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on July 30, 2019, 09:57:28 AM
That would turn Defense Threshold (DT) into a subtraction against the attack roll.

Unless, we have it as "Amount above DT"
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on July 30, 2019, 10:04:55 AM
I don't mind that.......
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on July 30, 2019, 10:10:53 AM
Like so?






























































































































































[b]Combat Damage Table[/b]

[b]Amount over DT[/b][b]Bash[/b][b]Slash[/b][b]Pierce[/b][b]Energy[/b]
0-1DR Hits*DR Hits*DR Hits*DR Hits*
2-3DR+3 Hits*; Dzd 1 DR+3 Hits*; Pen -1DR+3 Hits*; 1 hit/rndDR+3 Hits*; Pen -1
4-5DR+5 Hits*; 1 MnW (-1)DR+5 Hits*; 1 MnW (-1)DR+5 Hits*; 1 MnW (-1)DR+5 Hits*; 1 MnW (-1)
6-7DR+6 Hits*; 1 MnW (-1); Dzd 1 rnd
OR

DR+6 Hits*; Stun 1
DR+6 Hits*; 1 MnW (-1); Pen -1
OR

DR+6 Hits*; 1 hit/rnd
DR+6 Hits*; 1 MnW (-1); 1 hit/rnd
OR

DR+6 Hits*; Dzd 1
DR+6 Hits*; 1 MnW (-1); Pen -1
OR

DR+6 Hits*; Stun 1
8-9DR+8 Hits*; 1 Mj Wnd (-2); Dzd 1
OR

DR+8 Hits*; 1 MnW (-1); Stun 1; Dzd 1
DR+8 Hits*; 1 Mj Wnd (-2); Pen -1
OR

DR+8 Hits*; 1 MnW (-1); 1 hit/rnd; Pen (-1)
DR+8 Hits*; 1 Mj Wnd (-2); 1 hit/rnd
OR

DR+8 Hits*; 1 MnW (-1); Dzd 1; 1 hit/rnd
DR+8 Hits*; 1 Mj Wnd (-2); Pen -1
OR

DR+8 Hits*; 1 MnW (-1); Stun 1; Pen -1
10-11DR+10 Hits*; 1 MjW (-2); Stun 1 DR+10 Hits*; 1 MjW (-2); 1 hit/rndDR+10 Hits*; 1 MjW (-2); Dzd 1 DR+10 Hits*; 1 MjW (-2);  Stun 1
12-13 DR+11 Hits*; 1  DrW (-3);
OR

DR+11 Hits*; 1 MjW (-2); Stun 1; Dzd 1
DR+11 Hits*; 1  DrW (-3);
OR

DR+11 Hits*; 1 MjW (-1); 1 hit/rnd; Pen (-1)
DR+11 Hits*; 1  DrW (-3);
OR

DR+11 Hits*; 1 MjW (-1); Dzd 1; 1 hit/rnd
DR+11 Hits*; 1  DrW (-3);
OR

DR+11 Hits*; 1 MjW (-1); Stun 1; Pen -1
14+DR+13 Hits*; 1  DrW (-3); Stag 1
OR

DR+13 Hits*; 1 DrW (-3); Stun 2
DR+13 Hits*; 1  DrW (-3); Stun 1
OR

DR+13 Hits*; 1 DrW (-3); 2 hits/rnd
DR+13 Hits*; 1  DrW (-3); Stun 1
OR

DR+13 Hits*; 1 DrW (-3); Stun 2
DR+13 Hits*; 1  DrW (-3); Stag 1
OR

DR+13 Hits*; 1 DrW (-3); Stun 2
Critical Success
 (Natural 20)
Instant DeathInstant DeathInstant DeathInstant Death
* = Hits cannot exceed the sum of double the Damage Rating (DR) of the attack plus the stat used in making the attack. Thus every attack has a damage range of  DR-(2xDR+Stat)




Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on July 30, 2019, 11:46:31 AM
Yes!  I used a similar table in my 2d6 game years ago.  Not separated by damage type mind you.  I used a single attack table and a +/- mod based on DMG type vs. Armor Type.  I'd personally adjust the 0-1 result to 0-2, then escalate by 2's after that.  Making the higher end stuff a little less attainable, and the first Minor Wound result be at +5 over DT.  I'll have to re-visit the DT formula, but, a 2d10 roll w/o mods vs. 10+Reflexes (is what I recall) would have an average roll of 10-12, then 13-14 would be a result something like 40% of the time, and a 15+ like 30%....I have no math ion front of me just distant memory.  The unmodified results make sense to me at 0-2, 3-4, 5-6 if that makes sense to you?
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on July 30, 2019, 01:55:04 PM
I think I get what you are saying, and that sort of breakdown for the rows is fine with me.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: AresLunthar on July 30, 2019, 05:21:14 PM
Yah, basically, that if two unskilled opponents are fighting they should have to roll a "lucky" shot to do even a minor wound.  Skill with an attack will develop much quicker than defense from being hit so it should be balanced to make it hard to wound w/o skill so that when you are skilled it's still a result that is dramatic.
Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: Fidoric on August 01, 2019, 08:31:36 AM
I am not sold on this chart approach. Going that way you have to read a chart to know how much damage and what effects you deal and then, if rolled high enough, refer to the boons chart. I much prefer the former approach based on thresholds and direct dice roll reading.

If I understand correctly, the cap on scaled damage is linked to the stat used for the attack. Is that Speed or Dex most of the time ? Is Strength qtken into account in the DR as you proposed a few days ago (DR = STR+xx)?

I think the chart is escalating too steeply. Now you deliver a dire wound with a 14 above DT which previously would have granted you only a 1 point boon. The instant kill with a 00 roll seems a little bit harsh too.

Title: Re: Re: Novus 2.0 tidbits -- Hits & Wounds
Post by: imported_Rasyr on August 31, 2019, 05:36:42 AM
One thing to remember is that there is a natural cap to rolls of 40, as that is the max that can be rolled on the dice.

Also remember that  the 14+ is actually a total roll or 33 or higher usually. Is the table perfect? Nope, but it is a starting point, and a possible option that could be included or used.

and the Nat20 critical success could just easy be knocked out, or subdued, completely disabled, etc... as desired.