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Month Index: October, 2000
From: Andrew Tiffany <atiff@???????.?????.??.nz> Date: Mon, 2 Oct 2000 14:31:34 +1200 Subject: Re: 3eSJ: weapons and hull points
Hi all, This is for all those people interested in 3e conversion of SJ. Spent a good chunk of the weekend trying to come up with a system for using hit points and hardness for ships, etc. It was pretty unsuccessful so far. The main problem is that old 2e SJ is not very consistent in it's definitions between the weapons, Hull Point damage and personal damage. For example, in 2eSJ a heavy catapult did something like 3-30 hit points of personal damage and 2-8 hull points of ship damage. This obviously does not fit with the idea of 1 hull point = 10 hit points. Also, the idea of a (EG) a 20-ton Wasp ship with 20 hull points only having 20*10=200 hit points doesn't compare too well against a 3e dungeon door of the same thickness as the Wasp hull, which would have about 30 hit points. Also, the siege engines in the DMG don't really do much damage. As an example of what I was trying to do, consider a heavy catapult (listed as doing 5d6 damage in the DMG). OK, sounds like a lot, but take a Wasp (hull of thick wood, maybe three inches thick at 10 hp/inch, hardness of 5). The max damage of the catapult is 30, subtract 5 for the hardness, gives 25 left, which is not quite enough to punch through the hull. *That's a max hit from a heavy catapult*. And that's only at one point on the ship. (also consider, average damage of that heavy catapult is 18, which is only just enough to bust down a 1 inch thick door) So from there I tried to think, well, say the heavy catapult does a lot more damage, maybe 8d10 (gives 8-80 hp, which is something like the 2-8 hull points of the old 2e model). This seems OK versus ships, but woe betide the poor charcter who gets hit by one of these! But ships realy need a lot more hp to make them seem reasonable - if a Wasp has 200 hit points then a 1-ton ship of the same general construction would have only 20 hit points (similar to a thick door, and a 1-ton ship, although small, is much bigger than a door). OK, I know this hp figure is just to make a hole in the door, etc, but a hole will not down a ship, you need to screw up it's frame pretty badly to bring it down. Anyway, my conclusions were that someting needs to change pretty drastically to get it all to fit for 3e. Here's some ideas: 1) Ships need to have lots more Hit Points to keep them balanced against other objects. Maybe of the order of 30 or so hit points per ton of ship. I'm still favouring higher than this, as the frame of the ship is important as well as the hull (as in Leroy's shipbuilding system). 2) Thus either weapons need to do a lot more damage to keep them downing ships in the same number of shots, or you have to accept that the number of hits to take down a ship will become significantly greater. This last change would mean that weapons fire becomes less effective overall, which would lead to boarding actions becoming the #1 way to take a ship out. ALternatively, it would mean that ship combat becomes a more drawn-out proposal, where it is much harder to take a ship down, and combat is more likely to be a survivable (albeit damaging) prospect for both sides (not necc a bad thing). 3) Perhaps the 2e Hull Point idea should be kept as is, with weapons rated with two different types of damage (vs ships and personnel), and just use the hardness and hit points things for characters trying to damage ships with spells/hack their way through the hull, etc. Thoughts and ideas are still floating around in the grey matter, and may congeal into something useful at a later date, but I think that's enough for now. In the meantime any comments are welcome. Cheers Andrew Tiffany
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Month Index: October, 2000
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| 3eSJ: weapons and hull points | Andrew Tiffany | |||
| Re: 3eSJ: weapons and hull points | Leroy Van Camp III | |||
| Re: 3eSJ: weapons and hull points | Sebastian Lucier |