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Time for a fight!

9th Jul 2014, 12:00 AM

Time for a fight!
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kidra on 7th Aug 2014, 7:00 AM

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Hey guys, things have been a little hectic this week, but for good reasons. It was XiaoKe's birthday this week, so between the crazy parties it was a little hard to get things together in time. Luckily, we have Sherlock!

You may notice in this comic that the text box for the DM is different than it's been. Somehow before I hadn't noticed that the DM and Watson had the same color text. It hadn't been an issue yet because it was always pretty clear who was talking. So for now we're going with a different colored background. We'll see if we change it later.


Today we're gonna talk about damage modifiers. You notice that in panel 3, Watson's player had to do some quick addition. This isn't because he can't do math very well, he was just making sure he had all the modifiers accounted for. If you ever need to do a math exercise, just try to calculate how much damage a level 10 fighter will be doing wielding a greatsword.

Let's see, I rolled a 4 and a 3, so 7. but then add my STR so 11, but then half STR again for two-handed, so 13. But I'm doing power attack, so that's 6 more, but then half of that again for two-handed, so 22. But then I have weapon training twice for heavy blades, so it's really 24. Now does the cleric's spell only add for attack rolls or is it also damage rolls...

With math of this level, stuff like this happens ALL THE TIME.



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Otaku on 7th Aug 2014, 10:33 AM

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It is often this way for damage in most systems: the specifics vary and some systems expect you to have the amounts worked out (excluding the result of the actual roll, of course) ahead of time and recorded on your character sheet.

Of course in most systems, there are factors pertaining to the target that also matter, and that you can't record ahead of time. For my preferred system (GURPS), its Damage Resistance, and remembering damage modifiers based on hit location; not every part of the body stands up to injury in the same way.

Though hits to the skull that get by DR always get a x4 damage multiplier instead of the usual. At least for humans. With more exotic forms of life it can vary even more!

Mighty Shot

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Disloyal Subject on 7th Aug 2014, 8:14 PM

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We've been having some issues with damage in Dark Heresy, actually, since we're also using stuff from Fantasy Flight's other 40K books and they have different stats for some weapons. Mainly it's bolters that're a concern, like deciding whether my new rifle's 2d10+0 or 1d10+X, but the other players have boosted their strength to the point I wouldn't be surprised if they showed up to fight with artillery mortars over their shoulders.
It did take me a while to remember to add bonuses to damage and initiative from class talents, though.
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