tag:blogger.com,1999:blog-7817710432110712270.post3294264448049695034..comments2024-03-28T15:32:19.036-04:00Comments on Dungeon Fantastic: Game Mechanic Preferences: Target Numbers & Formula vs. TablesPeter Dhttp://www.blogger.com/profile/14246000382321978462noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-7817710432110712270.post-44797407211259971532015-10-03T12:06:59.156-04:002015-10-03T12:06:59.156-04:00I agree on ST - I write for GURPS, the tables have...I agree on ST - I write for GURPS, the tables haven't changed since Man-to-Man . . . and I keep a printed out copy pinned to my corkboard behind my laptop so I can look at it and check the numbers. I'd love to see a calculation that works very closely with ST, even if it's "ST below X uses Y, ST above or equal to X uses Z." I've seen solutions but they're often tied to getting rid of swing damage, changing the relative value of a point of ST, etc. Not what I'd want. (I'd use the tables anyway to keep my stuff consistent with publication, but still . . . )<br /><br />As for critical hits, since the automatic bypassing of defenses is so strong, that "no additional effect" is still pretty sweet. For my DF game we ditched the table and went with a 3 is max damage, all other criticals just can't be defended . . . and they are still valuable. But I do realize those are the least fun entries. I do like the expanded version. Maybe you could just re-roll if you beat the critical number by 1+?Peter Dhttps://www.blogger.com/profile/14246000382321978462noreply@blogger.comtag:blogger.com,1999:blog-7817710432110712270.post-18989731304082932742015-10-03T11:20:22.928-04:002015-10-03T11:20:22.928-04:00Total agreement here.
I remember when I first rea...Total agreement here.<br /><br />I remember when I first realized that the To Hit tables in AD&D 1 weren't necessary and that you could just write down your THAC0 and roll against THAC0 - AC. Much better. Makes me wonder why they didn't just tell you that in the first place and skip the tables. (Which is what they ended up doing in later editions, except with AC flipped so you could add rather than subtract.)<br /><br />One of my disappointments in GURPS 4E is that they kept the old tables for thrust and swing damage rather than revising them to a simple formula. They're regular enough that you can derive a formula, within certain ST ranges, but not everywhere. So that's one table I need to constantly have handy when I'm making NPCs and monsters.<br /><br />My kid was enjoying reading the critical hit table on the back on my GURPS GM screen last game, so I think I'm going to have to put that table into my game. (My least favorite thing about that table is that the most common roll is "no additional effect", so you got all excited for nothing and wasted your time rolling. I'd much rather have a critical hit table where every result is significant, but which is accessed less often -- say, if you roll exactly what you need for a critical hit, that's just a hit with no defense possible, but if you roll under what you need for a critical hit, you get to use the improved version of the table.)driptonhttps://www.blogger.com/profile/01800295180326776163noreply@blogger.com