dropblack Posted December 23, 2005 Report Share Posted December 23, 2005 On the Damage Class Table (page 403 of the Revised Edition) in the Killing Damage column many of the DCs have two entries, for example DC 2 has 1/2d6, 1d6-1. I can’t tell which entry to use. In the two separate examples (both on page 407) of a knife and a dagger’s damage (weapons of Brak the Barbarian and Chan Hseng) one is listed as doing 1d6-1 while the other is listed as doing 1/2d6. They both have DCs of 2 yet 1d6-1 seems better than 1/2d6. Help? Quote Link to comment Share on other sites More sharing options...
Dust Raven Posted December 23, 2005 Report Share Posted December 23, 2005 Re: Killing Damage DCs On the Damage Class Table (page 403 of the Revised Edition) in the Killing Damage column many of the DCs have two entries' date=' for example DC 2 has 1/2d6, 1d6-1. I can’t tell which entry to use. In the two separate examples (both on page 407) of a knife and a dagger’s damage (weapons of Brak the Barbarian and Chan Hseng) one is listed as doing 1d6-1 while the other is listed as doing 1/2d6. They both have DCs of 2 yet 1d6-1 seems better than 1/2d6. [/font'] Help? It's your (or your GM's) call. Either is fine and fair to use. Yes, the 1d6-1 seems better than the 1/2d6. It's also easier to use. No rolling a "half" die. A balancing factor is that the minimum roll on a 1/2d6 is 1, and a 0 on a d6-1. The only exception is if the damage is only 2 DC, where ther mimimum damage for the entire roll is 1. Quote Link to comment Share on other sites More sharing options...
Lord Liaden Posted December 23, 2005 Report Share Posted December 23, 2005 Re: Killing Damage DCs Essentially it's just to allow you to give weapons in your campaign some variety, to distinguish one from another even if their costs and other mechanical details are the same. The differences between the two methods, while real, are too small to warrant them being given a different cost. Quote Link to comment Share on other sites More sharing options...
Sean Waters Posted December 23, 2005 Report Share Posted December 23, 2005 Re: Killing Damage DCs You'd get 1/2d6 in a game I was running, and I'd take 1d6-1 in a game I was playing in Quote Link to comment Share on other sites More sharing options...
Sean Waters Posted December 23, 2005 Report Share Posted December 23, 2005 Re: Killing Damage DCs .....sorry that was not much help. Nothing new there. My view is that 1d6-1 is a bit of an abberation and should not be suffered to live. Just isn't a big enough 'step', and given the dynamics of resisting damage, the possibility of higher damage is always far more useful than the burden imposed by occasional lower rolls. Especially when that average is higher too. Go with the 1/2d6. Quote Link to comment Share on other sites More sharing options...
NuSoardGraphite Posted December 24, 2005 Report Share Posted December 24, 2005 Re: Killing Damage DCs I'm with Sean on this one. I've dropped the "D6-1" mechanic from my games and where I see it used in an official capacity, I always replace it with "1/2D6". That was one of the first rulings I ever made as a Hero GM, way back in the day and I've stuck with it ever since. Quote Link to comment Share on other sites More sharing options...
dropblack Posted December 24, 2005 Author Report Share Posted December 24, 2005 Re: Killing Damage DCs Thanks for the responses! I appreciate it! Quote Link to comment Share on other sites More sharing options...
Edsel Posted December 24, 2005 Report Share Posted December 24, 2005 Re: Killing Damage DCs In the older 4th edition of Hero the costs of 1/2d6 and 1d6-1 were not always identical. Some of the writings I have seen made the cost of the 1d6-1 variation cost 2 points more than the 1/2d6 version. 1/2d6 costs 10 points. 1d6-1 costs 12 points. That was not how it was done in the 4th Ed. Rulesbook. I do remember this variation appearing in a number of places though. I don't know if it was a semi-official rule or just a wide-spread house rule. Quote Link to comment Share on other sites More sharing options...
Kelcyron Posted December 24, 2005 Report Share Posted December 24, 2005 Re: Killing Damage DCs In the older 4th edition of Hero the costs of 1/2d6 and 1d6-1 were not always identical. Some of the writings I have seen made the cost of the 1d6-1 variation cost 2 points more than the 1/2d6 version. 1/2d6 costs 10 points. 1d6-1 costs 12 points. That was not how it was done in the 4th Ed. Rulesbook. I do remember this variation appearing in a number of places though. I don't know if it was a semi-official rule or just a wide-spread house rule. I believe it was that way in 4th edition Dark Champions, but I don't have the book handy to verify that. The 12 base cost seems like it was trying to do 2.5 DC's Kelcyron Quote Link to comment Share on other sites More sharing options...
Edsel Posted December 24, 2005 Report Share Posted December 24, 2005 Re: Killing Damage DCs Actually the 2 point difference in cost has carried on to 5th Ed. Dark Champions. It is an optional rule. You can find it on page 95 of Dark Champions. Hero Designer charges the same for 1/2d6 and 1d6-1 with no option for changing the cost. Which makes it a little tough to use the rule when building guns and knives (which is what the DC rule suggests it be used for). Quote Link to comment Share on other sites More sharing options...
Gary Posted December 24, 2005 Report Share Posted December 24, 2005 Re: Killing Damage DCs A nice option might be to make the Killing DCs a little more graduated. 3 pts = 1 pip 6 pts = 1d2 9 pts = 1d3 12 pts = 1d6-1 15 pts = 1d6 Of course you'd have to watch out for the 1 pip RKA with a bazillion advantages on it, but it's kinda the same as with the current system anyway. Quote Link to comment Share on other sites More sharing options...
ghost-angel Posted December 25, 2005 Report Share Posted December 25, 2005 Re: Killing Damage DCs Actually the 2 point difference in cost has carried on to 5th Ed. Dark Champions. It is an optional rule. You can find it on page 95 of Dark Champions. Hero Designer charges the same for 1/2d6 and 1d6-1 with no option for changing the cost. Which makes it a little tough to use the rule when building guns and knives (which is what the DC rule suggests it be used for). For HD use a Custom Adder. For the topic - I like 1/2 D6 because it just seems "cleaner" to me. I'll use D6-1 when I'm feeling all munchkiny and stuff Quote Link to comment Share on other sites More sharing options...
Erkenfresh Posted December 26, 2005 Report Share Posted December 26, 2005 Re: Killing Damage DCs Here's the averages: 1/2d6 (max = 3, min = 1): (3 + 1)/2 = 2 average 1d6 - 1 (max = 5, min = 0): (5 + 0)/2 = 2.5 average So, that's why 1d6 - 1 is "better" and it's definitely simpler. Still, in my campaigns, we always go with 1/2d6. Quote Link to comment Share on other sites More sharing options...
Mentor Posted December 26, 2005 Report Share Posted December 26, 2005 Re: Killing Damage DCs A nice option might be to make the Killing DCs a little more graduated. 3 pts = 1 pip 6 pts = 1d2 9 pts = 1d3 12 pts = 1d6-1 15 pts = 1d6 Of course you'd have to watch out for the 1 pip RKA with a bazillion advantages on it, but it's kinda the same as with the current system anyway. This graduated approach appeals to me. It seems that a PC or weapon designer would like the versatility this approach to killing damage. I need to play around with this. Thanks, Gary. Quote Link to comment Share on other sites More sharing options...
Edsel Posted December 26, 2005 Report Share Posted December 26, 2005 Re: Killing Damage DCs Okay, I was bored so I worked this up, for whatever it is worth. Average cost per point of damage using Gary's proposed method 3 pts = 1 pip (Avg. cost 3.0 per point of damage) 6 pts = 1d2 (Avg. cost 4.0 per point of damage) 9 pts = 1d3 (Avg. cost 4.5 per point of damage) 12 pts = 1d6-1 (Avg. cost 4.5 per point of damage) 15 pts = 1d6 (Avg. cost 4.3 per point of damage) 18 pts = 1d6+1 (Avg. cost 4.0 per point of damage) 21 pts = 1d6+2 (Avg. cost 3.8 per point of damage) 24 pts = 1 1/2d6 (Avg. cost 4.4 per point of damage) 27 pts = 2d6-1 (Avg cost 4.5 per point of damage) 30 pts = 2d6 (Avg. cost 4.3 per point of damage) 33 pts = 2d6+1 (Avg. cost 4.1 per point of damage) 36 pts = 2d6+2 (Avg. cost 4.0 per point of damage) 39 pts = 2 1/2d6 (Avg. cost 4.3 per point of damage) 42 pts = 3d6-1 (Avg. cost 4.4 per point of damage) 45 pts = 3d6 (Avg. cost 4.3 per point of damage) Average cost per point of damage using the published Dark Champions method 5 pts = 1 pip (Avg. cost 5 per point of damage) 10 pts = 1/2d6 (Avg. cost 5 per point of damage) 12 pts = 1d6-1 (Avg. cost 4.5 per point of damage) 15 pts = 1d6 (Avg. cost 5 per point of damage) 20 pts = 1d6+1 (Avg. cost 4.4 per point of damage) 25 pts = 1 1/2d6 (Avg. cost 4.5 per point of damage) 27 pts = 2d6-1 (Avg. cost 4.5 per point of damage) 30 pts = 2d6 (Avg. cost 4.3 per point of damage) 35 pts = 2d6+1 (Avg. cost 4.4 per point of damage) 40 pts = 2 1/2d6 (Avg. cost 4.4 per point of damage) 42 pts = 3d6-1 (Avg. cost 4.4 per point of damage) 45 pts = 3d6 (Avg. cost 4.3 per point of damage) Following this trend I can see that KA tend to be slightly more cost effective as they get more powerful. Of course this may change if you take the calculations beyond 3d6. The "bang for the buck" seems to be pretty close for both methods with Gary's method being very slightly cheaper. NOTE: I may have not have Gary's method exactly correct since I only had his proposal up to 1d6 as an example. I had to guess how it would have gone on past that level. Quote Link to comment Share on other sites More sharing options...
Susano Posted December 27, 2005 Report Share Posted December 27, 2005 Re: Killing Damage DCs Dark Champions 5th Edition, page 95. Dice=Cost 1 point = 5 points 1/2d6 = 10 points 1d6-1 = 12 points 1d6 = 15 points 1d6+1 = 20 points 1 1/2d6 = 25 points 2d6-1 = 27 points 2d6 = 30 points and so on. Quote Link to comment Share on other sites More sharing options...
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