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Ace capping..wut..
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Do you or your GM cap damage ace?
NO WAY
97%
 97%  [ 37 ]
YES, to my pain...
0%
 0%  [ 0 ]
Yes and I like it!
2%
 2%  [ 1 ]
Total Votes : 38

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inlife9
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PostPosted: Sat Oct 02, 2010 10:54 am    Post subject: Ace capping..wut.. Reply with quote

I was talking to another gm today and he has capped damage dice to one ace-reroll.
This has made me uninterested in his game, as I feel those aces are way to fun to to drop a house rule on.
He says if a d4 damage kills a Giant there is a problem. I feel there is only more interest. I can always make a new monster. Besides, movies dont take all day to kill a bad guy, and it's still fun.
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Lord Skudley
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PostPosted: Sat Oct 02, 2010 1:18 pm    Post subject: Re: Ace capping..wut.. Reply with quote

inlife9 wrote:
He says if a d4 damage kills a Giant there is a problem.


To that I say "David killed Goliath with a d4 sling!"

That being said I only stop them from re-rolling when he caps out on raises. On the other hand I just love watching the numbers add up, and will allow them to keep rolling and then point out how many high rolls they wasted here...
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chugosh
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PostPosted: Sat Oct 02, 2010 3:02 pm    Post subject: Reply with quote

I don't cap it, but if my player rolls the same dice for the third or fouth time, I'm liable to holler "He's dead already! Put the dice down!"
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marshaljohn
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PostPosted: Sat Oct 02, 2010 6:06 pm    Post subject: Reply with quote

chugosh wrote:
I don't cap it, but if my player rolls the same dice for the third or fouth time, I'm liable to holler "He's dead already! Put the dice down!"


If a player gets epic damage on an extra but chooses to stop rolling when asked, I tend to describe a particularly gruesome death and chuck them a bennie. If they insist on wasting everyone's time rolling 9 aces in a row, then the guy might still die, but there'll be no awesome flavour text and no bennie.

Players learn that efficiency and consideration gets them free stuff - everyone's a winner.

Incidentally I do a similar thing for the attack roll - if they roll epically but opt to stop before they get silly then they get a 'temporary' bennie which they can only use to re-roll damage if it ends up not causing a wound.


-J
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TheLoremaster
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PostPosted: Sat Oct 02, 2010 6:27 pm    Post subject: Re: Ace capping..wut.. Reply with quote

Lord Skudley wrote:
inlife9 wrote:
He says if a d4 damage kills a Giant there is a problem.

To that I say "David killed Goliath with a d4 sling!"

Yeah, tell that to Jack Burton... Wink
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Snate56
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PostPosted: Sun Oct 03, 2010 3:22 am    Post subject: Reply with quote

It's all in the reflexes...


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Enno
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PostPosted: Sun Oct 03, 2010 3:24 am    Post subject: Reply with quote

No capping with me.

I'm only asking players to stop rolling if it's clear that they reached the maximum effect possible; when their opponent is definitely dead (mostly extras) or more wounds/raises won't make any difference.

Depending on the situation, i will give a benny or special "on-the-fly" effects for such a success. Even sheer luck has to be rewarded sometimes. And i give them to the players and major NPCs alike...
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magehammer
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PostPosted: Sun Oct 03, 2010 10:30 am    Post subject: Reply with quote

I encourage the players to keep rolling Aces well after there is no effect.

I have a house rule that if someone rolls 3 Aces on the same roll, I chuck them a Bennie. Another if they roll 6 and so on.

My Bennies for Aces tends to inspire a nice amount of anticipation and suspense and groans or cheers at the table.
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Ultimoose
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PostPosted: Sun Oct 03, 2010 10:36 am    Post subject: Reply with quote

If we actually rolled dice* I'd certainly cap them at the point that they've made their point so to speak. Once they get a raise on the attack roll or once they've done enough damage on a creature that I don't have any intention of making a soak roll on then sure I'd cut them off as while it's cool to come up with that 35 damage roll it's more a waste of everyone elses time.

*(We use a app I wrote to roll dice which takes all the time out of acing rolls and helps avoid 'questionable' rolls. Highest so far has been a 35 damage out of roughly 9 SW sessions using primarily 2d6 (3d6 with a raise) damage. What I've found interesting is how involved the players are as they 'roll', cocking their heads waiting for the results to be spoken and wincing when "One" comes out of the speakers and lighting up when the explosion noises go off.)
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magehammer
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PostPosted: Sun Oct 03, 2010 10:38 am    Post subject: Reply with quote

OUr highest damage total was by a character playing a homebrew race of mine that is basically an Ogre Mage without the mage part.

He was wielding a 2-handed sword and wild attacking.

He did 72 points of damage total.

We like to see how far we can push our dice.
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Lord Inar
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PostPosted: Mon Oct 04, 2010 10:55 am    Post subject: Re: Ace capping..wut.. Reply with quote

Lord Skudley wrote:
inlife9 wrote:
He says if a d4 damage kills a Giant there is a problem.


To that I say "David killed Goliath with a d4 sling!"


Exactly! and Bard killed Smaug with a single arrow as well.
If that's not multiple aces, I don't know what is!
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Takeda
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PostPosted: Mon Oct 04, 2010 12:21 pm    Post subject: Reply with quote

My wife totalled 54 damage with an arrow last year. I ruled that it hit the guy in the throat and severed the spinal cord. Done.

it can make the game a little random but taking away that predictability is what makes is realistic. Bard killing Smaug with one arrow, David and Goliath, an Elven archer taking the necromancer through both ears in a Harnmaster game years ago ... ended the expected end-battle pretty fast but life and reality are a little random.

You can't expect every bullet to hit your vest ... and that's where the Acing comes in. Capping it for the to-hit roll makes sense ... saves time but is less dramatic potentially but to each their own. Capping damage seems counter-productive as Savage Worlds is at it's core supposed to be Fast! Furious! Fun! ... rolling 32 dmg with a fork in a bar-fight gone bad just works. Cool
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Ultimoose
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PostPosted: Mon Oct 04, 2010 2:37 pm    Post subject: Reply with quote

Heh, yeah the ability to one shot is a overlooked factor for both good and bad. We were playing a fantasy setting, one of the few times I was a player and not hte gm, using Heroes once and I'd just upgraded my staff by putting steel caps on the ends (turned it from a normal attack into a killing attack mechanically) and the GM's 'sword saint' dropped down on us for what was supposed to be this long cinematic fight. I rolled a critical hit to the head for max damage and his cranium essentially 'sploded leaving the GM without a antagonist for us to fight since he was designed to be a encounter all on his own.

The same thing can happen with SW's. So as a GM be prepared for your big bad to get one shotted. In my iteration of Zombie Run, I basically blew all my bennies trying to keep that worthless Zombear alive because the players kept rolling exploding damage and smashing it to pieces in spite of its 14 toughness. Damn players kept Autofiring and getting multiple hits for big damage. Smile And going into it I was really concerned about that 14 toughness.

The point is, those one shots are memorable and statistically they just don't happen that often.
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Candi
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PostPosted: Mon Oct 04, 2010 4:32 pm    Post subject: Reply with quote

Since it's becoming story time;

Just three weeks ago with the campaign opener I had the party slotted to be eaten by a T-Rex (statistics from the free bestiary) 17 Toughness, 3 of that is armor, +4 to hit him. This is in a modernized future-punky kind of setting with a bit of magic. T-Rex appeared and after the fear checks (which put two characters on their knees at the T-Rex's feet, one barely survived his heart attack and the other was Shaken for a good long time), the first player in the initiative order did the only thing he could think of; called shot with his pistol to the T-Rex's eye (to avoid armor and get a nice +4 damage all at a -6 penalty for tiny target). What happened? Hit, raise, 3d6+4 aced all the way to 32 damage.

I had expected them to turn tail and run, and have a chase scene - instead I got a T-Rex with his brain esploded inside his skull by one hell of a pistol shot.

Were the outmatched, yes - the T-Rex was going to eat them all. The end result though, thanks to exploding dice, was an epic tale. That character died just last session - his life was 2 sessions long (amusingly enough killed by a double barrel shotgun 4d6 that took him from 0 to 5 wounds) - and he won't be soon forgotten. Immortalized by exploding dice.
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skylion
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PostPosted: Mon Oct 04, 2010 8:21 pm    Post subject: Reply with quote

Yep, I cap. It lets those whiners know exactly who is in charge. Me. The big bad GM.

Seriously, I see no reason to let them roll over and over again, when by the math, they've scored five wounds.

More than four raises? Yes, yes. You are incredible, virtually speaking.

Yeah, that makes me sounds kinda like a wet blanket, but we gots another guy on the Ten of Spades coming up....keep in moving.
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inlife9
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PostPosted: Mon Oct 04, 2010 11:38 pm    Post subject: Reply with quote

skylion wrote:
Seriously, I see no reason to let them roll over and over again, when by the math, they've scored five wounds.



I think your missing the point here. It's not about stopping the dice "overkill" aceing. Thats not a big deal, at all. It's not letting players roll aces more than 2 or 3 times regardless of damage scored. I did not really want to go here, but... (a "what if I played" situation)
Me: I aced my d4.
GM: roll your d4 again.
Me: cool! I got anther ace.
GM: Ok roll your d4 one more time. Your aces are maxed.
Me: Wow, I aced again! Thats 12 damage...wait..Really? I cant roll any more?
GM: You got it. I cant have d4 and d6 weapons dropping Giants, Dragons, and other huge things. Besides d4 & d6 ace to easily to allow open aces.
Me: Really...wow your a SWNazi. I think I am finished here. I cant play a game where my high moments are burried. Sorry.
GM: Huh!? Your quitting?
Me: Yup. I can wrap my head around it. It is not FFF.
GM: Fine %&@$ blah blah blah.
Me: Dont be like that. These guys will play. I just cant. I gm also, and that kills me, nothing at all personal, just a huge HUGE oppenion diff.
GM: Whatever, bye.
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Last edited by inlife9 on Tue Oct 05, 2010 1:32 pm; edited 1 time in total
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Enno
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PostPosted: Tue Oct 05, 2010 3:30 am    Post subject: Reply with quote

If this was a real world example, it was not a problem about capping, but about your GM being a moron, or in better terms not very communicative. His capping rule should have been communicated before the game, like any house rule. That would have prevented this mess...
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Sitting Duck
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PostPosted: Tue Oct 05, 2010 7:50 am    Post subject: Re: Ace capping..wut.. Reply with quote

Lord Inar wrote:
and Bard killed Smaug with a single arrow as well.


That was also a case of making a Called Shot to bypass armor.
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Lord Inar
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PostPosted: Tue Oct 05, 2010 8:27 am    Post subject: Reply with quote

Even bypassing armor, it still takes 32 points to down a dragon in one round!
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Enno
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PostPosted: Tue Oct 05, 2010 8:30 am    Post subject: Reply with quote

Lord Inar wrote:
Even bypassing armor, it still takes 32 points to down a dragon in one round!


... if he has no bennies.
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