2Dx or not 2Dx, that is the question.

Post/Author/DateTimePost
#1

doomsought

May 29, 2008 10:27:38
Argument started Here

Doomsought;15960425 wrote:
#2

nadaka

May 29, 2008 12:27:54
There is also this one...

I actually did a chart once to see how far I could push minimum damage = 2 without rerolling. I got up to 116 average damage using 6 dice or less.

big table
Avg Alt 2nd Alt <br /> Damage Die Die Die Odd dice definition<br /> 3 2d2 <br /> 4 2d3 <br /> 5 2d4 <br /> 6 2d5 <br /> 7 2d6 <br /> 8 1d6+1d8 4d4-2 <br /> 9 2d8 <br /> 10 1d8+1d10 2d9 2d4+2d6-2 1d9=1d3(0to2)*3+1d3<br /> 11 2d10 <br /> 12 1d10+1d12 4d6-2 <br /> 13 2d12 <br /> 14 1d6+1d20 2d6+2d8-2 <br /> 15 1d8+1d20 2d4+4d6-4 <br /> 16 1d10+1d20 4d8-2 2d15 1d15=1d3(0to2)*5+1d5<br /> 17 1d12+1d20 2d16 1d16=1d2(0to1)x8+1d8<br /> 18 1d16+1d18 2d8+2d10-2 <br /> 19 2d18 1d18=1d3(0to2)x6+1d6<br /> 20 1d18+1d20 4d10-2 <br /> 21 2d20 <br /> 22 2d10+2d12-2 <br /> 23 6d8-4 3d15-1 <br /> 24 4d12-2 <br /> 25 2d24 1d24=1d2(0to1)x12+1d12<br /> 26 2d6+2d20-2 2d25 1d25=1d5(0to4)*5+1d5<br /> 27 2d8+4d10-4 <br /> 28 2d8+2d20-2 <br /> 29 6d10-4 <br /> 30 2d10+2d20-2 <br /> 31 2d30 1d30=1d3(0to2)x10+1d10<br /> 32 2d12+2d20-2 <br /> 33 2d10+4d12-4 2d32 1d32=1d4(0to3)x8+1d8<br /> 34 2d16+2d18-2 <br /> 35 6d12-4 <br /> 36 2d16+2d20-2 <br /> 37 2d20+2d8+2d10-4 2d36 1d36=1d3(0to2)x12+1d12<br /> 38 4d18-2 <br /> 39 2d20+4d10-4 <br /> 40 4d20-2 <br /> 41 2d40 1d40=1d4(0to3)x10+1d10<br /> 42 2d36+2d6-2 <br /> 43 2d20+4d12-4 <br /> 44 2d40+2d4-2 <br /> 45 4d20+2d6-4 <br /> 46 2d40+2d6-2 <br /> 47 2d40+1d6+1d8-2 <br /> 48 2d40+2d8-2 <br /> 49 2d48 1d48=1d6(0to5)*8+1d8<br /> 50 2d40+2d10-2 <br /> 51 2d50 1d50=1d5(0to4)*10+1d10<br /> 52 2d40+2d12-2 <br /> 53 2d48+1d4+1d6-2 <br /> 54 2d50+2d4-2 <br /> 55 2d50+1d4+1d6-2 <br /> 56 2d50+2d6-2 <br /> 57 2d50+1d6+1d8-2 <br /> 58 2d50+2d8-2 <br /> 59 6d20-4 <br /> 60 2d50+2d10-2 <br /> 61 2d60 1d60=1d6(0to5)*10+1d10<br /> 62 2d50+2d12-2 <br /> 63 2d60+2d3-2 <br /> 64 2d60+2d4-2 <br /> 65 2d64 1d64=1d8(0to7)*8+1d8<br /> 66 2d60+2d6-2 <br /> 67 2d60+1d6+1d8-2 <br /> 68 2d60+2d8-2 <br /> 69 2d60+1d8+1d10-2 <br /> 70 2d60+2d10-2 <br /> 71 2d60+1d10+1d12-2 <br /> 72 2d60+2d12-2 <br /> 73 2d72 1d72=1d12(0to11)*6+1d6<br /> 74 1d64+1d72+2d6-2 <br /> 75 1d64+1d72+1d6+1d8-2 <br /> 76 2d72+2d4-2 <br /> 77 2d72+1d4+1d6-2 <br /> 78 2d72+2d6-2 <br /> 79 2d72+1d6+1d8-2 <br /> 80 2d72+2d8-2 <br /> 81 2d80 1d80=1d8(0to7)*10+1d10<br /> 82 2d72+1d8+1d10-2 <br /> 83 2d72+2d10-2 <br /> 84 2d80+2d4-2 <br /> 85 2d80+1d4+1d6-2 <br /> 86 2d80+2d6-2 <br /> 87 2d80+1d6+1d8-2 <br /> 88 2d80+2d8-2 <br /> 89 2d80+1d8+1d10-2 <br /> 90 2d80+2d10-2 <br /> 91 2d80+1d10+1d12-2 <br /> 92 2d80+2d12-2 <br /> 93 2d80+1d20+1d6-2 <br /> 94 2d80+1d20+1d8-2 <br /> 95 2d80+1d20+1d10-2 <br /> 96 2d80+1d20+1d12-2 <br /> 97 2d96 1d96=1d12(0to11)*8+1d8<br /> 98 2d96+2d2-2 <br /> 99 2d96+2d3-2 <br /> 100 2d96+2d4-2 <br /> 101 2d100 1d100=1d10(0to9)*10+1d10<br /> 102 2d100+2d2-2 <br /> 103 2d100+2d3-2 <br /> 104 2d100+2d4-2 <br /> 105 2d100+2d5-2 <br /> 106 2d100+2d6-2 <br /> 107 2d100+1d6+1d8-2 <br /> 108 2d100+2d8-2 <br /> 109 2d100+1d8+1d10-2 <br /> 110 2d100+2d10-2 <br /> 111 2d100+1d10+1d12-2 <br /> 112 2d100+2d12-2 <br /> 113 2d100+1d6+1d20-2 <br /> 114 2d100+1d8+1d20-2 <br /> 115 2d100+1d10+1d20-2 <br /> 116 2d100+1d12+1d20-2
#3

backstabbist

May 29, 2008 12:44:54
How about this: anything bigger than a .50 (2D12, the lonely dice)
gets more than 2 dice, and is inelegable for double tap and normal auto-fire rules because its now a small cannon

A) 2d12 shouldnt be 50BMG in the first place. 2d12 would fit the 375Mag- 500NE class of Magnum Rifles. Leaving the big jump from 2d12 to 2d20 for the corresponding big jump from 416Mag to 50BMG.
Std Rifle : 2d10
Mag Rifle: 2d12
BMG class: 2d20

B) Autocannons are just that: Automatic Cannons.
20's like the Hispano/Oerleys, 40& 57 Bofors, even the modern 5" rapid naval can do a DTap. Gotta keep in mind the CrackSmokin precedent set when WoC said you can DTap a SingleActionArmy revolver. At 130+ rpm, the 3" SR Naval obviously can DTap.... maybe even 3rb for +100% (+2d<45>)

C) check the d20Past thread on WW2 for Tema's discussion on stating the cannons. While they may be for WW2 tech, sllight mod will fit them into Current world.
#4

nadaka

May 29, 2008 12:59:44
Argument started Here











I skipped a few but thats the gist of it.


_________________________________________________________________
How about this: anything bigger than a .50 (2D12, the lonely dice)
gets more than 2 dice, and is inelegable for double tap and normal auto-fire rules because its now a small cannon.

-Or-
Double tap just does an additional half dice damage (rounded down)
so 12d10 becomes 18d10
Burst fire does double damage.

Or you could decide that the number of die used is irrelevant and rule that double tap does +50% damage and burst does +100% damage.
#5

tema69

May 29, 2008 13:26:18
Hmm. Although I agree with Backstabbist, I don't mind a lot of dice when it comes to damage. I'd go for 4d6 for a .50BMG and 2d12 for Magnums. Of course, none of that 4d6+1d6DoubleTap. It's obviously 6d6 Double Tap with a .50BMG. The description of double tap should be "add 50% damage (round down)" instead of "add 1d". The same goes for HE ammo. The slavic RAW interpretation just doesn't fit here.
#6

kjakan

May 29, 2008 16:02:49
As a house rule of mine, gatling weapons deal damage in the standard way, e.g. 2d12 for the heavier versions. The increased rate of fire translates to a larger area of effect for autofire: 10 ft. radius (12 squares) instead of 10 x 10 ft. (4 squares).

In addition heavy weapons such as autocannon have damage values such 2d6x2 or 2d8x2 etc. This means you roll two dice and multiply the result by 2. Adding addition damage dice is easy this way. A Burst-Fire attack with a light autocannon does 4d6x2 damage

-K
#7

doomsought

May 29, 2008 16:19:53
As a house rule of mine, gatling weapons deal damage in the standard way, e.g. 2d12 for the heavier versions. The increased rate of fire translates to a larger area of effect for autofire: 10 ft. radius (12 squares) instead of 10 x 10 ft. (4 squares).

Nice, I think I'll use that if it comes up.
#8

backstabbist

May 30, 2008 1:20:26
RAW MM Blackhawk Minigun rules
Bottom of that web page has the OFFICIAL gatlin rules:
m134 Minigun 7.62, 4d10 base damage, 20x20 Autofire DC20

For real Gatlin Fun, forget the xm214 5.56,
put away the puny m134 Minigun 7.62,
and get a cheesy grin like this guy on the GAU-19 50BMG RotaryGun
#9

kjakan

Jun 04, 2008 8:27:44
Nice, I think I'll use that if it comes up.

It works great for the kind of heavy machine guns used in our d20M adaptation of Mutant Chronicles.

e.g.:

http://greywolf.critter.net/images/warzoneminis/antagons.jpg

-K