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My unofficial rules for critical damage.
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nicewitch
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PostPosted: 24-Feb-2013 13:54    Post subject: My unofficial rules for critical damage. Reply to topic Reply with quote

For every 10% internal structure/structural integrity location that's lost due to damage, apply a +1 modifier to any Determining Critical Hits Table roll for said location.

Each 'Mech's arm/leg can't be affected by a Determining Critical Hits Table roll of "limb blown off" unless its shoulder actuator/hip actuator has taken a critical hit.

Whenever any of a 'Mech's torso internal structure locations has/have taken damage, roll 2D6 and add to that dice roll a +1 modifier for every full 10% of torso internal structure damage taken, and if the modified result is 12 or more, then the 'Mech can't torso twist; otherwise disregard said 2D6 roll.

[Last edited by nicewitch on 24-Feb-2013 17:48; edited 4 times in total]
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Sleeping Dragon
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PostPosted: 24-Feb-2013 15:36    Post subject: My unofficial rules for critical damage. Reply to topic Reply with quote

I lost track of what I should do somewhere in first half of the thing. Some structuring could help, but it's needlessly complicated, requires even more tracking of things and honestly I don't see what should this twist achieve.
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nicewitch
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PostPosted: 24-Feb-2013 17:17    Post subject: Re: My unofficial rules for critical damage. Reply to topic Reply with quote

Sleeping Dragon, I typed those rules in the most layperson's terms I could. You might have an easier time reading the rules I typed; slowly one sentence at a time; they do necessitate critical thinking. I do apologize if this message originally appeared rude/attacking towards you, Sleeping Dragon. I did edit my previous message to have three sentences. These rules of mine make critical damage more realistic and more fair.

[Last edited by nicewitch on 24-Feb-2013 20:00; edited 2 times in total]
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Vagabond
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PostPosted: 24-Feb-2013 18:14    Post subject: My unofficial rules for critical damage. Reply to topic Reply with quote

the realistic part i kinda understand, but the more fair part totally escapes me. How is it more fair?

Also, You comment to SD was both rudely worded and boarding on an attack. You have been warned.
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nicewitch
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PostPosted: 24-Feb-2013 19:54    Post subject: Re: My unofficial rules for critical damage. Reply to topic Reply with quote

First of all, I wasn't trying to be rude and/or attack Sleeping Dragon. I understand why you thought I was being rude and attacking; being rude and attacking wasn't my emotional intention, I assure you; I was trying to merely explain a better way to read my first post of this topic instead of trying to impose a rude and attacking comment; if I had wanted to be rude and attacking, then I would've boldfaced "recommend". I should have typed "You might have an easier time reading the rules I typed; slowly one sentence at a time; they do necessitate critical thinking". I'll edit my previous message to say that. Thanks for pointing this out.

Perhaps these rules aren't very fair to a defending unit/structure; but I did design them so they could be applied to any and all units/structures. Thanks for pointing this out also.
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chihawk
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PostPosted: 24-Feb-2013 20:38    Post subject: Re: My unofficial rules for critical damage. Reply to topic Reply with quote

Again, perhaps you should master the official rules before adding variants.
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Sleeping Dragon
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PostPosted: 25-Feb-2013 00:57    Post subject: Re: My unofficial rules for critical damage. Reply to topic Reply with quote

Heh, no harm's done. Your edit managed to put the rule to a form much clearer to quickly look over and refer to - an essential thing to have in books with tons of rules where you need to look down something and apply it in the game without slowing down.

The problem I have with keeping track is with +1 per 10% part of internal structure, which means marking yet another number in the stat sheet that you need to use. In addition you are handling about rather ridiculous bonus to critical hit roll. For example a Dervish gets hit by three SRMs to exposed right torso. With 13 points you get roll with +1 one with +3 and one with +4. AC/10 hit would be +7 outright. I can see that you want to see heavy guns breaking things better in the internals, but they already have their shtick in concentrated damage that makes them better at cracking the outer shell.
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