I'm one of the fortunate ones who can work from home. Other than that, been getting caught up on all my unpainted minis.
Good thing I'm an introvert by nature.
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I'm one of the fortunate ones who can work from home. Other than that, been getting caught up on all my unpainted minis.
Good thing I'm an introvert by nature.
Only a couple months late to the conversation...
Another option for the diceless damage would be to use a set of 18 cards (say Ace to 9 in two suits for each player) mapped to the table. Once you've drawn all 18, reshuffle and start over. Then you don't know what order the damage will come up (to reduce predictability) and there's no need to keep track of where you are in the sequence.
For a weapon with IMP 3, DMG 1 against a target with 3 shields you'll get 3 rolls to penetrate the shields. Each roll that penetrates will do 1 damage.
So, you have a:
* 12.5% chance to do 0 damage
* 37.5% chance to do 1 damage
* 37.5% chance to do 2 damage
* 12.5% chance to do 3 damage
So, overall, you've got an 82.5% chance of doing at least 1 point of damage.
For the weapon with IMP 1, DMG 3, you've got a 50% chance to do no damage at all and a 50% chance to do 3.
As for the costing, consider this:
You have to hit in order to roll Impact
You have to succeed at Impact in order to roll Damage.
Therefore, Impact is reliant on Accuracy and Damage is reliant on both Impact and Accuracy. So, you get a hierarchy of Accuracy > Impact > Damage.
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mj12games.com/forum → Posts by Netzilla
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