Weapons & Armour: Weapon Damage |
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The damage system used by the Phoenix Gaming RPG may seem complex at first. The reason for its apparent complexity is the attempt to relate the skill of the character to the amount of damage they can inflict rather than tie this variable to the weapon itself. Instead of using multiple dice of various sides to determine how much damage was inflicted, the character’s skill, and the roll they make against that skill determine the resulting damage and success at the same time. With the aid of the table provided, it should become clear that the system is in fact logical and straightforward. After a few sessions of game play, players should not need to refer to the table anymore. Every weapon has a “maximum potential damage” (MPD) value associated with it. This value represents the amount of damage that the weapon can inflict is used efficiently. However, a character does not immediately know how to do so the first time they pick up the weapon. Their skill has an influence on how much of the weapon’s MPD will actually be inflicted when used. This is based on the result of the dice roll in relation to the character’s skill with that weapon. There are two basic results from an attempted attack: hit and miss. A hit is a check below 50 or the skill level (whichever is higher) and a miss is above. Both hits and misses breakdown into sub-categories. A hit can be critical,
automatic, full, or standard. If the skill level is below 50, a hit can
also be glancing. This is a roll above the skill but below 50. An opponent
can defend only full, standard or glancing hits. The range of these categories
is based on the character’s skill level. Critical Hit, Automatic Hit, Full, Standard, Glancing, Miss, and Critical Miss. Critical Hit starts at 1. As the skill level reaches the various plateaus such as novice, adept, etc., the critical roll is increased by 1. This means that a novice (40+) can roll 1-2 for critical and a master can roll 1-5. Automatic hits are any roll 5 or less. Critical Hits are also considered Automatic Hits. A full hit is above 5 but less than half the skill level. Novice (40): Full Hit = 6-20; A standard hit is above half but less than or equal to the skill level. Novice (40): Standard Hit = 21-40 A glancing blow is a roll that is above the skill level but less than 50. Novice (40): Glancing Blow = 41-50 A roll beyond 50 is a clear miss. No contact was made at all. A critical miss is the same with any skill check: 96-00. The results of missing this badly may vary from situation to situation and usually involves a judgment call from the GO. It may be that the weapons breaks or falls out of their hands, the character hits a nearby ally or opponent, or that they hurt themselves. A standard hit with a weapon inflicts a percentage of the weapon’s MPD. The skill level of the character is this percentage (SL% MPD). EXAMPLE: A character with a skill level of 40 is wielding a long sword that has a MPD of 60. On a standard hit, they will inflict 40% of 60, which is 24. Once the character improves their skill up to 50, they will then inflict 30 (50% of 60) on a standard hit. Each skill point adding 1% more damage on a standard hit. A full hit simply inflicts the full MPD of the weapon. A glancing blow is half of a standard hit. A Critical Hit inflicts the full MPD plus the damage cause by a standard hit. Eventually a standard hit will inflict more than the MPD of the weapon, such as when the characters skills reaches above 100. In this case, standard damage is used since it is higher. A critical miss has various results as previously mentioned. The following table shows how to calculate the range and the resulting damage and help determine the range into which the players roll falls.
Though it may seem that there is a lot of calculation required to determine the result of an attack, this calculation needs only be done when the skill level changes. A player should keep a small note of what the MPD and standard damage will be based on the weapon they are using for quick reference. ProjectilesProjectile weapons cause damage in slightly different way. The projectile itself has a MPD. If the projectile is launched by means of another weapon, such as a bow, this launcher may add more damage to the MPD (see Bows). If the projectile were thrown, the person throwing it would have a throwing skill that adds to the MPD of the projectile. Every weapon that can be thrown has a maximum distance based on it’s size. Small: 10m; Medium: 20m; Large 50m If a character wants to throw something but has no skill for it, they can roll 50% AGL + 5. Essentially, this is rolling the standard critical for a skill plus half of agility as a bonus. There is no damage bonus in this case. It is possible for a character to throw an object or weapon that was not designed to be thrown. This would be treated the same as not having a skill to throw it. These objects and weapons will not have a specified minimum distance and so the GO will have to determine under which category they fall and if there is a penalty due to lack of aerodynamics. Additionally, they may have penalties to accuracy and distance, as decided by the GO. If the object or weapon is small, 10% of strength adds to the distance. If the object or weapon is large, 5% of strength adds to the distance. When the character learns to throw a weapon, 10% of strength adds to distance for throwing, 20% for slings. Then, if the arm length (40% of height) is above 60cm, the difference adds to this distance as a percentage, double the difference applies to slings. If the arm length or Physical is below 60, the difference subtracts as a percentage. These same percentages apply to damage to targets below the ED. The percentage is calculated after strength but before adding skill. Example: Average height for a human is 175cm. This gives them an arm length of 70cm. This adds 10% to the throwing distance and 20% to using a sling. Max height for a gnome is 100cm. This gives them an arm length of 40cm. This lowers the throwing distance by 20% and sling distance by 40%. 10% of the maximum is the distance increment; i.e. max: 20m, increment: 2m Maximum distance has a 90% penalty to skill to hit. Each distance increment less than the maximum drops the penalty by 10. Penalty less current skill is actual penalty to skill check. The furthest distance at which there is no penalty is the Effective Distance (ED) for the character. Half of this allows for 50% more damage than what is inflicted at ED. Past this, the distance penalty applies to reduce the damage. For both throwing and slings, 50% of strength and skill points above 90 add to damage at ED or less. Past this the damage is MPD. Example: Say maximum distance is 20m which has a base penalty of 90%. If the skill level is 10, the actual penalty is 80%. If the skill is 40, the penalty is 50%. The increment is 2m, so at 18m the base penalty is 80%. With a skill of 40, the penalty is 40%. By 10m the penalty is 40% and since the skill is equal to that, there is no penalty. This is the Effective Distance. Half of ED allows for a bonus, so targets below 5m receive 50% more damage. Say maximum distance is 20m, Strength is 20 and skill is 60. ED will be 12m so throwing a knife (20MPD) at less than that distance will have a MPD of 30. Below 6m (bonus) MPD will be 45. Above 12m, MPD is only 20. Throwing past 12m, say 16m, the penalty is 20% so MPD is dropped to 16. Maximum throwing weight is 5% of Physical and Strength. Every 1% of this weight more that is thrown adds 1% to: penalty to skill check, reduced distance, reduced damage, chance to strain muscles causing double the weapons weight in damage, strained muscles drops strength by 50% for the damage in hours, i.e. damage is 4, muscles are strained for 4 hours. Falloff past the intended target is at 10% of the ED; i.e. ED is 20m, miss target, hits the ground 2m further out. A hit with projectiles that are sharp (everything but sling bullets or stones) would indicate that it struck and stuck into the target. Arrows and daggers and similar weapons when stuck into someone slow them down until removed. More damage is caused by the removal of such weapons. Half of the resulting damage is caused again during removal. The latter damage can be avoided if the character wears a silk shirt underneath other armour or on its own. The silk wraps around the projectile and prevents damage on removal. The character receives a 5-point penalty on attacks and defense for every projectile still in the body. They also receive a 1-point movement penalty for every two projectiles in the body. To determine if a projectile stuck into the target, we use the Penetrationg Rating. Every 10 points of piercing damage has a PR of 1. The base chance to penetrate is 50%. Half of the DR of the armour reduces this chance, so that padded cloth has a 45% base chance and plate has 25%. The difference in DR and PR determine the bonus/penalty to checking for armour damage. A throwing knife (20 MPD, PR 2) has 40% chance to pierce armour with a DR of 2 (leather). A sheaf arrow (60 MPD) has a +10 (35%) chance to puncture plate armour (DR5) and has a 65% chance to go through studded leather (DR3). In any case, it's the actual damage caused that determines the chance of penetration, so that if a person with 40 skill rolls only standard using a short spear, the damage would be 24 allowing for only a PR of 2. That's 40% to pierce DR 2. However, if they roll for full MPD, then they have a PR of 6. This means against DR2 they can automatically (except on roll of 1-5) pierce the armour. When the damage penetrates the armour, DR is consider to be halved for that attack. So that when piercing leather, the effective DR is 1 instead of 2. Half the difference between what the character took as damage and the actual damage is what the armour takes as damage. Once the armour's PDC reaches 0, it has no effective DR anymore and is useless. Example: Throwing axe, full MPD of 30 against Leather (DR2). Base chance to penetrate is 40%. The PR is 3, which increases the chance to penetrate to 70%. On penetration the armour only allows for a DR1, so the character takes 54 (90% of 60) and the armour takes 3 (Half of 10% of 60). Leather armour has 10PDC (5xDR), so this drops it to 7. Aimed shots with projectiles are possible. For non-combative situations, a half-check on the skill is required to succeed. During combat, the check is ¼ normal. However, if the roll is over the lowered required roll but less than full skill, the projectile still hit but as normal for large targets. Smaller targets would most likely but missed. The GO must make a decision here. If the target is humanoid, the following chart can be used to calculate a point bonus on the check used. When using the chart for a random target result and there is a left and right limb, odd is left, even is right.
Launchers have a speed of 3 with the exception of crossbows. This speed decreases as the skill improves (see Bows). Weapons that can be thrown have a rate of fire (ROF) which indicates the maximum amount of these items that can be thrown per moment by the character. The character will be able to throw one additional item per moment up to this maximum as their skill increases. BowsMelee weapons have only one effective distance: up close. Use of arrows launched by a bow is much different in that distance greatly affects its efficiency. There are six basic types of bows used on Phoenix. Each has its own peculiarities and uses. Some races prefer the types made by their own people to those used by others. The six types are: short, long, recurve, elven, compound, and cross. A bow, in basics, is made up of a body, which is usually a long piece of wood tapered at both ends, to which a string (sometimes gut) is attached. The arrow is made to the length that suits the archer and is based on the distance from an extended fingertip to the chin, with a little extra. On one end of the arrow shaft, a head is lashed on. This head can be stone, or more often steel or iron. It is typically shaped like a diamond with each side being razor sharp. Sometimes it is triangular with receding points to cause more damage on retraction: this is a warhead. Other times it is shaped like a leaf (often called sheaf). At the other end of the shaft, feathers are fletched on to add stability in flight. The shape, substance and weight of the head determine the base damage of the arrow. The speed at which it is launched determines its effective distance and any additional damage it may cause. The speed is determined by the pull of the bow. The pull is measured in kilograms and indicates how much force is required to pull back and hold the bowstring at its effective distance (extended arm to chin). As the pull is increased, the distance the arrow can be launched and still hit its target is also increased. Also, the greater the pull, the better the bow must be constructed else it will break. Each person must personalize the bow and the arrows they use to suit their own needs. The length of their arms, their height, how it will be carried, what it will be used for, and their strength, all factor into using a bow and therefore affect the purchase. The maximum pull a character can potentially wield is half-Physical plus strength. However, just because a character is strong enough to pull back a bow, does not mean they can efficiently wield a bow of that pull. Their skill indicates what percentage of their personal maximum they can effectively wield without penalty. Every kilogram above their current ability they attempt to wield, imposes a 5% penalty on a skill check. For example, a person with 80 Physical and 10 Strength can potentially wield a 50kg (110lbs) bow. With a skill of 20 in the Bow, they can only wield a 10kg (22lbs) bow without penalty. The standard low end bow has a pull of 15kg and so they use this. Because of the difference in pull and their skill, they have a 25% penalty on skill checks and must roll as if they had a skill of 15. Once their skill reaches 30, the penalty for a bow of that pull weight is eliminated. A persons maximum draw length is approximately 45% of height, average is 40%. Short bows tend to be 30%. Add 3-4 inches for arrow head and leading shaft for the size of the arrow. The bow should be around 2.5 times the draw length. Recurve bows are around 2 times the draw length, and compound bows work completely differently. The draw length should be appropriate for the pull and size of the bow. Too short and it will not provide enough power, too long and it will possibly snap the bow. Compound bows do not have the ability to be pulled back different distances once adjusted and therefore need to be adjusted in pull length specifically for the individual archer. Maximum distance for a particular bow is calculated as: (Draw length (cm) x Pull weight (kg)) / 5 Standard weight for an arrow is 75% of pull weight in grams. This approximates the 5 grain / pound Olympic rule. Standard weight for a bolt is 40% of pull weight. This means with an average DL of 70cm and a starting pull of 15kg, the basic bow for the average person has a maximum range of 210m. The minimum arrow weight for such a bow would be just under 12 grams (180 grains). At the extreme, a really tall human (200cm) would have a maximum draw of 90cm. With maximum strength, and assuming a bow could be made to withstand it, they can pull 95kg. This would mean the theoretical range of such a bow wielded by such a human would be: 1710m. Which is a few hundred meters past the record. The arrow used with such a bow would have to weigh over 70 grams (1050 grains). So with our basic example, the standard arrow weight is 12 grams. It cost 1 silver piece per gram, a single standard arrow costs 1 thulium and 2 silver. A score would be 28 thulium. We have the price for sheaf arrows at 6 gold right now. At that price, they would be 15 gram arrows, which would be standard for a bow with a pull of 20 kg. At the extreme, our tall and strong human needs arrows that are 70 grams, these would cost 14 thulium each and score would be 28 gold. Weight for an arrow determines the damage bonus and distance penalty when compared to the pull of the bow with which it is used. For every 1% of weight below standard, the arrow will travel 1% farther, do 1% less damage, and have 1% chance to break causing 50% of potential damage to the wielder. For every 1% of weight above standard, the arrow will travel 1% less far, do 1% more damage, and have 1% chance to cause backlash when loosing the arrow causing 25% of potential damage to the wielder. So our standard arrow is 12 grams, the starting pull is 15 kg. If an 18 gram arrow is used with the same bow, it will cause 50% more damage, travel half as far, and have a 50% chance for backlash. If a 6 gram arrow is used in the same bow, it will cause 50% less damage, travel 50% farther, and have a 50% chance to break. With the extreme bow, the same stats would be achieved by using a 105 gram arrow at the heavy end, and a 35 gram arrow at the light end. Now that we know the maximum distance of the bow and weight of the arrow, we can determine the Effective Distance and distance increment for arching. 10% of the maximum distance is the distance increment, which is also the Effective Distance, or the distance at which little or no arching is required to hit the target. For each additional increment added to the target distance, 5 degrees of arc are required. This makes a 45 degree arc reach the maximum distance. In our example, the maximum distance is 210m. This makes the increment and ED 21m. If the archer arcs the arrow 5 degrees, they can hit a target 42m away. At 10 degrees they can hit 63m, 15:84m, 20:105m, 25:126m, 30:147m, 35:168m, 40:189m, 45:210m. If the archer hits something that is less than half the ED, 50% more damage is caused. All other ranges cause normal damage, since gravity compensates for the further distance. The drop rate of the arrow depends on the degree of arc used. At the maximum distance, the drop rate is 10% of ED, so that the arrow will hit the ground 2m past the maximum. When shooting at something near the ED, the drop rate is multiplied by 9. So with a drop rate of 2m, when shooting at something around the ED, the arrow will hit the ground 18m past that distance. For every 5 degrees of arc, the multiplier drops by 1. So that at 30 degrees of arc (3x), the arrow drops within 6m, with 20 degrees (5x) at 10m, and so on. Once the arrow starts to drop (passing the intended range), the damage is halved. The base penalty for shooting using arc is double the degrees. So that shooting at a 45 degree angle has a 90% base penalty against skill for accuracy. The character’s skill is subtracted from that, so that when their skill reaches 90, they no longer have a penalty for shooting at that angle. Base damage is the weight of the arrow added to the pull of the bow. Penalties due to weight variance compared to the pull of the bow are calculated from this number. So with our low end example, the arrow is 12 grams, the pull of the bow is 15 kg. Base damage is 27. With a 6 gram arrow in the same bow, there is a 50% penalty on damage. Base damage for that weight is 21 (15 + 6), half of that is 10. However that arrow will fly 50% further, so maximum distance is now 315m and ED is 31m. There is also a 50% chance that the arrow will shatter causing 5 points of damage. The 18 gram arrow would have a base damage of 33. But has a 50% bonus to damage: 49. However the maximum distance is only 105, making the ED 10m. There is also a 50% chance of backlash causing 12 points of damage. The same weight arrow in the proper bow (24kg) would have an ED of 33m, but only have a base damage of 42. So there are tradeoffs. BOW SUMMARY:
CROSSBOW DIFFERENCES:
To hit targets that are farther away, the archer will typically arc their shot. This is sometimes difficult to do well. Most of the time, archers work in groups and just arc the bow and let loose. The hail of arrows will most likely hit something when attacking an army so aim isn’t of real concern. However for the individual character trying to hit something in this manner, the rule used is that for every 15 degrees of arc the arrow can fly half again the distance from the archer to a maximum of 45 degrees. Passed this point, the arrow will start landing closer rather than further. Keep in mind that the more arc, the higher the arrow flies. This is useful to shoot over obstacles, but may also hit obstacles by the same token. There are three steps to firing an arrow: notching, aiming and firing. The archer notches an arrow onto the string holding the other end of the arrow with the head steady with the hand that is holding the body. He takes general aim, pulls back on the string and the arrow with it, and finalizes the aim. Then letting go of the string, the arrow is launched at its target. Because of this, the initiate archer takes 3 moments to fire an arrow. During the moment the player states their intent to shoot, the character notches the arrow. The next moment they take aim. The next moment the arrow is fired. As the archer increases their skill level, they learn to speed up this process. Each level they attain decreases the speed by one. This means that when the character becomes adept, they can fire an arrow every moment. Afterward, as the skill continues to increase, each level allows the archer to fire and additional arrow per moment. This means a grand master archer can fire 4 arrows per moment. Here are the basic descriptions of each type of bow and their peculiarities: Short Bow: The most commonly used. It has a body made of a single straight piece of wood. The body usually measures between 1 and 1.5 metres. It is used by the common folk to hunt for small game. Because of its smaller size, it is easy to sling over the back and keep concealed. The standard range of pull for a short bow is 15-30 kg. Long Bow: Used by archers in the army and by hunters of larger game. It is made of a single straight piece of wood, which measures up to 2 metres or more. Mostly, it is made to the height of the archer. It is sometimes harder to carry when unslung, and some archers have sheathes made for it that act as a staff for walking. The standard range of pull for a long bow is 30-50 kg. Recurve: This is a bow developed by humans in an effort to duplicate the elven bow. Though not as efficient as the latter, it is definitely a strong bow. It consists of three parts: the center body, which may be a single carved piece or a laminated construct, and two protrusions that first curve toward the archer and then away again at the end. This adds more pull and a stronger construction. Because of its construction, it cannot be sheathed as a long bow, but must be carried or slung carefully. The standard range of pull for a recurve is 30-60 kg. Elven: The elven bow is a masterfully crafted weapon. It looks like a recurve bow, however it is formed from a single piece of carefully chosen wood. The piece is studied for days, and then slowly encouraged to alter its shape, following the natural grain to give it the most strength. This is accomplished by using a variation of the Form Living Effect. Only elves know this craft. The elven bow has the same pull as a recurve, but it has an additional ability: to reduce the amount of pull required to hold the bow at extension. The range or reduction is 20%-60%, half of which acts as an increase in skill for accuracy, since the bow can be held steadier. Compound: This bow was also developed in response to the elven bow. Although made of three main parts, the ends are not recurved. Instead the dark-elves, who favour mechanics and engineering over carefully crafted Effects for their weapons, designed a bow using a form of block and tackle attached to each end of the bow. This allows for a greater let-off reduction. The range of reduction is 40%-80%, half of which acts as an increase in skill for accuracy. The standard range of pull for a compound is 40-60 kg. Crossbow: Invented by dwarves, but sometimes modified by dark-elves this mechanical invention allows the user to have a notched arrow, called a bolt, ready to fire at any time. Because the bow is on its side rather than held vertically, the height of the dwarf is not an issue. Imagine a bow laid sideways over a piece of rectangular shaped wood of some thickness. On this piece of wood is an apparatus to hold the cocked string in place. Pulling a trigger releases the string and the bolt is launched. Because it is mechanically held, the wielder can hold it as long as the like. Also, because of the mechanical nature, a greater pull can be achieved. The difficulty lies with the time it takes to
reload. The string must be cocked using a mechanical winch. Depending
on the pull, smaller ones can be cocked by hand and medium sized ones
require two hands and a foot to brace it. There are three basic types of crossbow: light, medium, and heavy. The light crossbow can be wielded one-handed and can be cocked by hand. It has a range of pull the same as a recurve (30-40 kg). A medium crossbow has a standard range of pull of 40-60 kg and must be cocked using a foot and both arms. The heavy crossbow is an unwieldy device requiring a winch device to cock it. It has a standard range of pull of 60-100 kg. It too takes both hands to wield when shooting. |