Hi all,
Recently I've been playing a lot of Mage Wars and I really like how armour is handled in that game. It has special dice you roll, some are 1 or 2 damage, whilst other sides are 1 or 2 penetrating damage. You roll all your dice from a pool, add up the regular damage and penetrating damage separately. Penetrating damage hits the opponent directly from their HP total whilst the regular damage is first subtracted by their armour value. This makes it so that even if a target has a very high armour value, someone that does has a low damage pool can still have a chance to do some damage to them.
I'm a fan of damage reduction systems for armour. Some of you all may remember my posts on here in the past when I was working on what type of armour mechanic to use in my game.
If I were to implement a system for armour penetration/damage similar to Mage Wars, what are some ways that could be done just by using standard d6s?
Either the d6s could have a standard result (e.g. 5=1 damage, 5=1 penetrating) or each weapon in game could have their own unique d6 results. But is there another way to do this I'm not considering is what I'm wondering?
Also keep in mind I am aiming for their to be a "to hit" roll first and then after that is a roll to see how much damage you do, so it'd be different from mage wars considering there is only one roll for that game in combat.
Dice Pool damage system, penetrating values
There is another mechanic you could use:
Take a look at a regular D6 with pips.
Now look at the 6-face.
Seeing 6 pips there?
Good.
Because you are also seeing 5+1 pips, 4+2 pips and 3+3 pips, don't you?
What I'm trying to explain is:
You could give each weapon a weapon profile with the faces of a D6 depicted. Then you could go ahead and color-code the pips, turning soandso many pips into regular damage plus soandsomany pips into penetrating damage.
This way, a dagger for example could get 1 regular damage pip per face as well as 1 additional penetrating pip on any number of faces depending on how reliable you want the penetrating damage to be.
This system might require you to revamp your combat system, though, since higher damage is less reliable (yet high), while lower damage comes more reliable (yet low).
Kind regards,
Kai
Take a look at this Image:
http://www.bgdf.com/image/example-weapons
Three example weaponprofiles are depicted:
The dagger, the halberd and the mace.
The dagger is a small but fast weapon. Thrusted hard enough, it does penetrate armor quite good.
The dagger hits on 2-6, delivering 1 damage upon hitting plus 2 penetrating damage when rolling a 5 or a 6.
The halberd is a large, clumsy weapon. It does not hit as often as the dagger does, but when it does, it can deliver huge amounts of damage as well as a little penetrating damage.
The mace is a medium weapon with a fair chance to hit and delivering fair damage output. Being a blunt weapon it is unable to penetrate armour.
As you can see in this example:
Little damage is reliable, since a D6 comes with 6 faces featuring 1 pip (or more).
High damage is unreliable, since a D6 only has got 2 faces featuring 5 pips (or more).
As mentioned before: You might need to redesign your whole combat system when using this kind of mechanic...
Kind regards,
Kai
You just game me an idea with your pips. Allocating shield of a space ship in various directions.
The number of pips on a side determine where you can allocate your shields. Front, back, etc. The pip in the center can be allocated anywhere.
Dice could be rotated.
Another thought just occured to me:
To make it simpler for the players, a "damage die" always uses the same profile, such as:
1-3: 1 Regular
4-5: 2 Regular
6: 2 Regular, 1 Penetrating
Depending on the kind of weapon you would roll different amounts of dice with armour reducing the amount of dice rolled (or the overall result).
Just a thought.
Kind regards,
Kai
To abstrahize dodging and damage reducing armour a bit:
Both are means of denying damage.
"Dodging" usually means, denying the complete damage of one source, no matter the actual value of the damage. Usually you dodge just so and so many times per combat.
"Armour" usually means, you are taking the hit, but reduce the damage by so and so many points.
The question you should ask yourself is: where is the difference? And why should I prefer the one over the other.
I'm curious about your new thread :)
Kind regards,
Kai
So schattentanz, what you basically mean is to have each gear card have its own specialized table/profile printed on it that shows what each result of a d6 means for that particular weapon?
"This system might require you to revamp your combat system, though, since higher damage is less reliable (yet high), while lower damage comes more reliable (yet low)."
How so?
Perhaps you could attach a quick drawing/picture of a sample profile?