Disclaimer - again, more pseudo-crunchy bits ahead. Some of us like a
little crunch in our Fudge. You know, nuts and stuff. Sorry, couldn't
resist the pun.
Anyway.
I've been thinking about an elegant way to handle weapon ODF's. I came up
with this little system which I want to present to the group. My question
is, however, does it hold merit, or is it just crunch for crunches' sake?
I'm somewhat sitting on the fence on that one.
Anyway, there are ten basic weapon skills:
Unarmed Combat (type)
Small Melee Weapon (type)
Medium Melee Weapon (type)
Large Melee Weapon (type)
Small Ranged Weapon (type)
Medium Ranged Weapon (type)
Large Ranged Weapon (type)
Small Firearm (type)
Medium Firearm (type)
Large Firearm (type)
Each skill has a base damage associated with it based on the size of the
weapon used by that skill:
Unarmed Combat (+0)
Small Melee Weapon (+1)
Medium Melee Weapon (+2)
Large Melee Weapon (+3)
Small Ranged Weapon (+1)
Medium Ranged Weapon (+2)
Large Ranged Weapon (+3)
Small Firearm (+2)
Medium Firearm (+3)
Large Firearm (+4)
Then, each weapon - instead of having an ODF, has a damage multiplier. To
determine the ODF of the weapon, multiply the base damage by the multiplier.
Some examples:
Dagger (small weapon, x1, ODF = +1)
Two-Hand Sword (large weapon, x1, ODF = +3)
Pistol (medium firearm, x2, ODF = +6)
Bazooka (large firearm, x3, ODF = +12)
Composite Bow (medium ranged, x2, ODF = +4)
... and so on.
So, once again, something which may wind up being either something cool or
something completely nonsensical makes it out of my mind and to the list.
Feedback requested. :-)
Tim.
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