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From: "Suximalin, VE" <nothajoe@???????.com> Date: Tue, 6 Mar 2001 22:59:19 -0000 Subject: Re: Fwd: Re: Holy War - I ment weapon damage!
--- In sj3e@y..., nothajoe@h... wrote: I see what you're saying regarding the damage versus a fighter, which is one reason why I think doubling damage in space is the right thing to do. However, I think the figures you gave for a ballista as shown in the DMG should be for a light ballista (3D6). Most ships are going to have heavy(5D6) or medium ballistae(4D6). And I think catapult damage is OK, though there should be light(3D6), medium(5D6 - as in DMG), heavy(7D6), and perhaps additional, multiplied by 2 for space. This gives plenty of damage to take down a ship if you multiply all of these by 2. And also remember that you don't WANT conventional weapons that can wallop more damage than a high level spell. I completely agree with the reloading problem. Yes, it is much more realistic if you say it takes 10 minutes to reload a catapult, but much less fun. I believe halfing the value is the least you can do, but I have a few suggestions to help balance this. The first is to make it easier to disable a ship's helm with a catapult. Increase the check Troy mentioned, because a catapult uses bludgeoning damage which would cause more stress on the total structure than the localized damage a piercing ballista missile would do. The second suggestion is to allow catapult operators to waive the amount of time needed to aim at the expense of a decrease the attack roll. Considering the low AC such large objects should have (assuming you don't create a separate scale), this would help add balance. Perhaps not a 1-1 give either; say you lose -1 to the catapult attack roll for every 5 rounds forego aiming or something. Also remember catapults and ballistas are just a start. We also need to convert more exotic weapons which should help offset "wiz-a- pulting". Besides, in an historical context wouldn't many ship battles prior to the introduction of gunpowder usually result in some type of boarding and hand-to-hand combat? You should at least allow players the option of being able to do this in a magical setting. --- In sj3e@y..., spot_jill@y... wrote: > The holy war i was talking about was the weapon damage. We spent the > last....2 or three weeks "discussing" them pritty heavly. > > Now..it seems there is some disidence in the realm with d6->d10, *2 > damage and old ROF's being kept. > > here's why _I_ personaly use those rules. > > Lets look at some magic spells first of all. > > Fireball (6th level caster/3rd level spell > Damage: 6d6 (av 21) > > Fireball (10th level caster/3rd level spell) > Damage: 10d6 (av 35) > > Cone of Cold (15th level caster/5th level spell) > Damage: 15d6 (av 52.5) > > Blade Barrier (20th level caster/6th level spell) > Damage: 20d6 (av 70) > > Blade Barrier (11th level caster/6th level spell) > Damage: 11d6 (av 38.5) > > Meteror Swarm (20th level caster/9th level spell) > Damage: 24d6 (av 84) > > Now lets look at some technology, at various conversion rates > > Heavy Cat (x2 d10) > Damage: 10d10 (av 55) > > Heavy Cat (x2 d6) > Damage: 10d6 (av 35) > > Heavy Cat (d10) > Damage: 5d10 (av 27.5) > > Heavy Cat(d6, as per the DMG) > Damage: 5d6 (av 17.5) > > Ballista (x2 d10) > Damage: 6d10 (av 33) > > Ballista (x2 d6) > Damage: 6d6 (av 21) > > Ballista (d10) > Damage: 3d10 (av 16.5) > > Ballista (d6, as per the DMG) > Damage: 3d6 (av 10.5) > > And now, just for fun, i'll show you guys a few other damages that > come up alot in games. > > Greatsword(1st level fighter with 16 str) > Damage: 2d6+3 (av 10) > > Flaming Greatsword +1(7th level fighter, specilisation, focus, 18 str) > Damage 2d6+1d6+4+1+1+2 (av 18.5) > > > I dont know how i can any more simply prove my point then that. At > 7th level, a fighter is gonna be doing more damage, on average, then > a heavy catipult according to the DMG values. More damage more often. > The 6th level wizard is doing more then either of the seige weapons, > althou not consistantly(only once per day, barring a huge int). > > Once you start factoring high level magic into it, it becomes almost > laughable. One spell such as blade barrior or meteror swarm is gonna > kill every exposed crewman and cause heavy damage to the hull. Blade > barrior is not a spell that is outside the reach of most partys. > Mereror swarm we dont have to be as worryed about, but any 11th level > cleric or above could cast blade barrior. > > Were as you'll notice that higher level magic still tops out at a > higher amount then seige weapons, but that is how it should be. lower > level magic should not be very comareable, but at higher levels > archmagi can almost deal with ships alone. > > Now. That's how i am looking at the damage anywase. > > now once we start looking at the reload times in the DMG........i > have never, ever had a combat that was 68 rounds long(reaim+reload of > a heavy cat). i've never had a fight that took 34 rounds. We've never > gone above 20 rounds. > > what good are seige weapons if you get alot of movement and no > shots? I dont want to play the 'how many turns can we skip before > someone does somthing relivent" game. i want to have swashbuckling > adventures on high space, werebombard and catipult rounds hit your > ship and send spaceseamen scurring. > > If you criple the power of seige weapons then i see alot of wiz- > a-pults..........very fast ships who can get into atsophear quickly > and then pelt the opponte's ship with spells. And what could the > other side do? respond with one volly of fire and then wait for 10 > minutes as the crews get reloadedd, in the procss allowing the > wizards and sorcerers(with their improved number of spells per day > they will be very effective in this role) to kill every crewman and > puncture huge holes in the helm. > > wow that is NOT what i want spelljammer to look like. > > for that reason, i like keeping the old rate of fire values. that > way it takes a few rounds to reload, but certinly not a terribly high > amount. > > maybe if we cut out the 10 minute aim value it would be > alright.....factoring in thins such as the movement of the ships > allows for easyer aim..and the gravity draws things twords it... > > but even then, i would halve the DMG's reload times. > > Charley --- End forwarded message ---
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