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SWADE Question: hit and armor locations.

Started by ForgottenF, April 14, 2024, 02:50:43 PM

Previous topic - Next topic

Ruprecht

I'd let it ride. If your dice explode it's likely a pick your location.
Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing. ~Robert E. Howard

Corolinth

Quote from: Jason Coplen on November 09, 2024, 10:51:39 AM
Quote from: ForgottenF on November 07, 2024, 07:47:11 PM
Quote from: Ruprecht on November 06, 2024, 10:24:12 PM
Quote from: ForgottenF on April 15, 2024, 05:30:52 PMHit charts are something I'd generally prefer to avoid, just to cut down on the number of rolls per attack.
I've been thinking about this a bit lately and one solution I came up with is to use your to hit roll. If you get above what you need to hit that determines the location hit.
  +1 Left Leg
  +2 Right Leg
  +3 Left Arm
  +4 Right Arm
  +5 Crotch
  +6 Belly
  +7 Chest
  +8 Head
  +9 Choose

So if you attack a guy with AC 11 and you roll a 12 you hit his left leg. If you roll a 20 you hit his head. You remove an extra roll and the better your to hit roll the more vital the location.

That is an interesting idea. I think with Savage Worlds it might run you into a disproportionately high rate of headshots, just because of the exploding dice, but for games without them it'd probably work well.

Is there any stuff for SW where they limit the amount of exploding dice? After 2 of them it starts getting silly.

Then again, I could limit the amount to 1 or 2 die.

Most of the wording of the rules only counts a single raise. For example, you get +1d6 damage on a raise. You don't get +3d6 for three raises. The only real exception is damage rolls, where you can still rack up numerous wounds for large dice explosions.

This is a feature, not a bug. You aren't immune to attacks just because you have a high toughness and your opponent is wielding a dagger. It influences play, and causes players to take random low level enemies more seriously.

Jason Coplen

Quote from: Corolinth on November 09, 2024, 01:01:57 PM
Quote from: Jason Coplen on November 09, 2024, 10:51:39 AM
Quote from: ForgottenF on November 07, 2024, 07:47:11 PM
Quote from: Ruprecht on November 06, 2024, 10:24:12 PM
Quote from: ForgottenF on April 15, 2024, 05:30:52 PMHit charts are something I'd generally prefer to avoid, just to cut down on the number of rolls per attack.
I've been thinking about this a bit lately and one solution I came up with is to use your to hit roll. If you get above what you need to hit that determines the location hit.
  +1 Left Leg
  +2 Right Leg
  +3 Left Arm
  +4 Right Arm
  +5 Crotch
  +6 Belly
  +7 Chest
  +8 Head
  +9 Choose

So if you attack a guy with AC 11 and you roll a 12 you hit his left leg. If you roll a 20 you hit his head. You remove an extra roll and the better your to hit roll the more vital the location.

That is an interesting idea. I think with Savage Worlds it might run you into a disproportionately high rate of headshots, just because of the exploding dice, but for games without them it'd probably work well.

Is there any stuff for SW where they limit the amount of exploding dice? After 2 of them it starts getting silly.

Then again, I could limit the amount to 1 or 2 die.

Most of the wording of the rules only counts a single raise. For example, you get +1d6 damage on a raise. You don't get +3d6 for three raises. The only real exception is damage rolls, where you can still rack up numerous wounds for large dice explosions.

This is a feature, not a bug. You aren't immune to attacks just because you have a high toughness and your opponent is wielding a dagger. It influences play, and causes players to take random low level enemies more seriously.

Gotcha. I'm not remembering it right. Thanks!
Running: HarnMaster and Baptism of Fire