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House
Rule - Higher Successes and
Damage by Walt - 10/01/02
To my mind, the "Combat Pacing" solution (page 270) could
work; however, it's not satisfying to the gamer in me (and in my
players). Instead, I've increased the lethality of the higher
successes.
That is, with the rules as written, a Success generates the normal 2d6
+ modifiers in damage; an Extraordinary Success (11+ above TN)
generates Maximum damage.
I've just lowered these thresholds to the following:
Complete Success (1-5 above TN)........2d6 + Mod
Superior Success (6-10 above TN)........Maximum damage
Extraordinary Success (11-15 above TN).....Max dam PLUS 2d6 + Mod
Phenomenal Success* (16+ above TN).........Double Max damage
And, just to follow this line of reasoning, I treat a Marginal Success
(equal to TN) as generating one fewer d6 in damage--a "glancing
blow", if you will (i.e. a Marginal Success with a Longsword
would do 1d6 + Modifiers in damage; a Marginal Success with a Punch
would do just 2 + Modifiers since a Complete Success with a Punch
would do 1d6+2 + Modifiers).
I had my first session last night, and it worked perfectly. During the
only combat of the evening, a Warrior (Scout) scored a hit 17 points
above the TN--thus doing Double Max damage (in this case, it was 40
points--enough to bring down the foe who had been hit already once or
twice)
* Editor's note: Phenomenal Success is also a House
Rule - Manveru
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