While Near Perfect Defenses get all the glory, with their free unarmed attacks with awesome damage, the Near Perfect Attacks get a measly +1 to damage, which in my opinion, is slow low that it's almost worth just dropping it entirely.
It further pales in comparison when considering that the NPD gets 2(d4p-2), or if your a thief, full dagger damage. This shouldn't be.
When scoring a natural 19 on an attack, the attacker gets a Near Perfect Attack, and, should he hit, he adds an extra 1d4p to his damage.
This 1d4p has auxiliary effects like a penetration.
It doesn't receive its own attack roll like a NPD to speed up combat.
Example: Brian is using a longsword while fighting a goblin. During the exchange he rolls a NPA and totals 24 as his attack roll, while the goblin rolls a 13.
Because he hit he then rolls damage. He rolls his normal 2d8p + 1d4p + 2 for damage. 2d8p from base damage, 1d4p from NPA, and a +2 because there was a difference of 10 between attack and defense. He has no modifiers from strength, specializations, or talents.
He rolls a 7 on the d8s, a 2 on his d4, which gives him a total of 11 points of damage, 4 of which were considered penetration, giving the goblin a -2 to Str and forcing it to make a Str check or drop its weapon.
Wednesday, July 15, 2015
Attacks and Damage
In real life, the more precises your strikes, the more damage you do. In the base game how well you attack has no reflection on your damage. So to increase the verisimilitude I'm adding a new rule:
For every 5 full points on your attack roll over your opponent's defense, you get a +1 to damage.
So if you roll a 15, while your opponent rolls a 3, you get a +2 to damage. This is in addition to any other effects from fumbles, crits, or so on.
On top of this, if there is a penetration, this bonus damage is added that when considering auxiliary effects.
I feel like it shouldn't need to be said but to cover my bases: enemies also gain this bonus.
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