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Thread: STRPG Player's Guide Errata Discussion 06/20/06

  1. #31
    Join Date
    Aug 1999
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    Worcester, MA USA
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    Quote Originally Posted by PGoodman13
    Y'know, Tony, the more I look at this the more I think something's slightly wonky with unarmed combat damage. I guess I haven't done much with unarmed combat or I might have noticed it earlier. As soon as I figure out what it is that's bugging me about it, I'll go in and talk with the team about it and figure out a solution.
    Yup, there is. That the weapon damages have been reduced while the unarmed damaged as increased hasn't helped the situation. If a punch can do 6+4=10 damage, it does more damage than a club, d'k tagh, knife, staff, or kligat (so much for "can be a lethal as a phaser at close range"). Throw in a +3 (or should I type add +3 to throw attacks) and weapons become "archatic" in more ways than one.



    What I think CODA needs is a non-lethal damage rule. Either have unarmed damage be non-lethal and heals faster (per hour instead of per day), or have unarmed attacks cause Fatigue checks (take a wound point for every WL dropped to cover bruises). That way you don't have to worry about 10 pt unarmed attacks vs 8 pt knife hits.

    Or you could drop the bonus for Hth damaage to +1/+2 or remove entirely.

    I used a house rule in my LOTR campaign where instead of having exceptional successes doing max damage, I just added test result (points over the TN) to the damage roll. Worked good for dropping orcs.

  2. #32
    Join Date
    May 2002
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    Canyon, TX, USA, Sol III
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    Quote Originally Posted by tonyg
    Yeah, sorry. I don't do this to be a fly in the oinment.
    Don't sweat it. I can't fix it if I don't know it's a problem, and I honestly hadn't thought ahead to SOM so I never brought it up to the team.
    Patrick Goodman -- Tilting at Windmills

    "I dare you to do better." -- Captain Christopher Pike

    Beyond the Final Frontier: CODA Star Trek RPG Support

  3. #33
    Join Date
    Dec 2004
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    Albuquerque, NM
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    A lot of the melee and archaic weapons seem to do way too little damage. Especially when characters can have, essentially, upwards of 50-60 hit points or so.

  4. #34
    Join Date
    Aug 1999
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    Quote Originally Posted by black campbellq
    A lot of the melee and archaic weapons seem to do way too little damage. Especially when characters can have, essentially, upwards of 50-60 hit points or so.
    I agree with you. It is just that whenever someone brings this up and attempts to demonstate this in game terms someone says "use a mook rule."

    Essentially, since CODA characters have about 2-3 times the "hit points" of thier ICON counterparts, so weapon damages should have gone up (phaser weapons did). A sword in ICON did 2d6+4 (6-16pts) and was capabable of killing an average human (resistance 2, 7 wounld level of 2 pts each) with a powerful blow. THe average CODA character has five 7 point wound levels, thus being apable of taking 35 points of damage. Sword damage should be 6d6 or so.



    But..if they did that, they wouldn't be able to get the D20 fans to play LOTR.

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