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Thread: HTH Damage?

  1. #1
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    HTH Damage?

    I can't help but notice that the HTH damage in CODA kinda honks... anyone done any house rules or fixes on this?

  2. #2
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    What's your problem with it? I never had a problem with it?
    Ta Muchly

  3. #3
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    I don't have my book handy, but as I recall all strikes and kicks do the exact same damage.

    Feel free to correct me if I am mistaken

  4. #4
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    Basically, any unarmed attack does 1d6 + Str Modifier damage. If you want to add a +2 (or more) to differentiate kicks from strikes, I'd say go for it... That's what some of the maneuvers introduced in the Starfleet operations Manual do. But don't even get me started on buying maneuvers as edges...
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  5. #5
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    I thought it was 1d3+str mod w/ a +2 to complete success, +4 to extraordinary success....have I been wrong all this time? (Pretty certain that's what the rules specified. I like the 1d6 better, personally...)

    I thought the maneuvers in the SOM were specialties, not edges...at least, that's how we've been doing it.

  6. #6
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    I thought it was a d3 as well, maybe I was wrong too...

    Either way, I will have to check the SOM again to see what it says.

  7. #7
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    From the NG Errata: Page 88, second paragraph under "Unarmed Attack Test": The second sentence should begin with "The attackers rolls 1d6 + STR modifier to determine the damage he inflicts"

    It was listed as 1d3 previously, but was changed for conformity between Trek and LOTR.

    And the SOM specifies having to buy the "key traits" (also known as maneuvers) as edges. Treating them as specialties makes infinitely more sense if you ask me.
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  8. #8
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    Thank's Doug It helps considerably

  9. #9
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    Quote Originally Posted by AslanC
    Thank's Doug It helps considerably
    Any time, Aslan. You know I'm glad to help when I can...
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  10. #10
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    Quote Originally Posted by Doug Burke
    And the SOM specifies having to buy the "key traits" (also known as maneuvers) as edges. Treating them as specialties makes infinitely more sense if you ask me.
    I thought so, too... Thank goodness for a misreading on my part.

    Hadn't read the errata...

  11. #11
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    Quote Originally Posted by black campbellq
    I thought so, too... Thank goodness for a misreading on my part.

    Hadn't read the errata...
    In my game, I (basically) allowed anyone to have the base maneuver at no charge once they reach the level listed under prerequisites, but if they took the maneuver as a specialty, they would get the benefits of upgrading the maneuver.
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  12. #12
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    Sounds reasonable, but then I am usually quite generous with my advancements, and let them spend them when they want, so it's not really an issue to pick up a 2 pick edge
    Ta Muchly

  13. #13
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    Quote Originally Posted by Doug Burke
    In my game, I (basically) allowed anyone to have the base maneuver at no charge once they reach the level listed under prerequisites, but if they took the maneuver as a specialty, they would get the benefits of upgrading the maneuver.
    I like that.

  14. #14
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    Quote Originally Posted by black campbellq
    I like that.
    It seems to work quite well in my game. And it allows a "straight vanilla" user of, say, Starfleet Self Defense to be much more colorful in combat than "I hit him again."
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