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Great White Games/Pinnacle Entertainment Group Discussion Forum for PEG/GWG
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Shadowdragon Seasoned

Joined: 12 Dec 2004 Posts: 390 Location: Canada
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Posted: Fri Jun 08, 2012 3:34 am Post subject: contradictions for damage |
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When damaging an object you don't get Aces, because apparently you can't destroy an object with a feather and a lucky Strength roll. This seems highly contradictory to the philosophy of the rest of the game because you can kill a dragon with a feather and a lucky Strength roll. And why is damage inflicted normally on animated objects? Suddenly a statue becomes just like a living creature simply because it's magically or scientifically animated? So, should the rules for damaging objects change, or should the rules for damage in general change? _________________ http://tristansnexus.wordpress.com/ - A gallery of some of the minis I've painted over the years |
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Snate56 Legendary

Joined: 11 Jun 2006 Posts: 3647 Location: Monroe, Washington
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Posted: Fri Jun 08, 2012 3:43 am Post subject: |
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I would imagine that if it's that bothersome just allow acing for objects, after all, you may get lucky and hit the weak spot!
SteveN _________________ "We've got a blind date with destiny... and it looks like she's ordered the lobster." <The Shoveller> |
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Yuritau Novice
Joined: 06 Sep 2010 Posts: 24
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Posted: Fri Jun 08, 2012 3:57 am Post subject: |
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I'd make it a situational GM judgement call based on the material the object in question is based on.
Most woods, glass, plastics, cheese: Ace away my friend!
Metal, bullet-proof glass, concrete, this guy's face: No aces for you!
purely fantastical/"indestructable" materials; Adamantium, Vibranium, Star Metal, etc etc: rolling 1 on Str die causes a d4 negative ace (rolled in secret) that subtracts from weapon die. |
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Zadmar Heroic

Joined: 10 Nov 2010 Posts: 1381 Location: Munich
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Posted: Fri Jun 08, 2012 5:19 am Post subject: Re: contradictions for damage |
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| Shadowdragon wrote: | | When damaging an object you don't get Aces, because apparently you can't destroy an object with a feather and a lucky Strength roll. This seems highly contradictory to the philosophy of the rest of the game because you can kill a dragon with a feather and a lucky Strength roll. |
Note that the rules for Breaking Things state that "Most anything can be broken given enough time and effort, so use this system only when attempting to break things in a hurry (such as during combat rounds)."
If you're lucky enough, you could drive the quill of a feather through the dragon's eye and into its brain. But you can't "kill" an inanimate object, only break it, and no amount of luck will let you shatter a stone wall with a feather.
| Shadowdragon wrote: | | And why is damage inflicted normally on animated objects? Suddenly a statue becomes just like a living creature simply because it's magically or scientifically animated? |
If it's scientifically animated then a lucky shot might break a circuit or in some other way put it out of action - punch a laptop and I doubt your fist will go through it, but you'll still "kill" it.
The same with living creatures. You can cut someone's throat with a sharp knife, but chopping their head off with a single blow is going to require a bigger weapon.
Where it becomes difficult to justify is animated creatures that don't have a weak spot. Perhaps an android has circuits, and a golem has a glyph on its forehead, but what about a normal statue that's been magically animated?
| Shadowdragon wrote: | | So, should the rules for damaging objects change, or should the rules for damage in general change? |
Normally, if someone has Heavy Armour, you can't hurt them unless you've got a Heavy Weapon.
In my campaign I treat it a bit differently: Attack and damage rolls don't ace against Heavy Armour unless you're using a Heavy Weapon. I then treat inanimate objects as having Heavy Armour. This means that Heavy Weapons can tear through doors and walls like a hot knife through butter, while animated statues can be given Heavy Armour that makes them just as tough as inanimate statues. |
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Enno Veteran

Joined: 29 May 2006 Posts: 519 Location: Ulm, Germany
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Posted: Fri Jun 08, 2012 6:02 am Post subject: |
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Imo it boils down to simple logical, design and balancing reasons.
With unanimated things you have Parry 2, no vital areas, and damage only by certain types. So no Aces!
With animated things you have Parry, an moving target, and certain vital areas. So you have Aces to give even a Novice a fighting chance agains a Legendary Master.
A door typically doesn't hit back... _________________ There are 10 types of people in the world: Those who know binary and those who don't. |
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xxlgeeklord Seasoned

Joined: 21 Nov 2011 Posts: 249
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Posted: Fri Jun 08, 2012 6:09 am Post subject: |
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As mentioned above, living creatures and moving objects can be destroyed/ damaged through sheer luck/precision. However, with an animated statue tripping it up and placing your weapon under it would deal massive damage to it as it's own weight forces it onto the blade. This could be the reason for the acing damage, but so could a number of other things.
If your particular animated object or whatever has no weak points or ways to damage it easily, simply state that atacks may not ace against it(and you've got a pretty boring monster). Similarly, if the targeted object is something like an electric machine, which would have weaknesses, you say that attacks may ace again. The same thing goes for bonus damage when hitting with a raise. Also, anything with weak points is going to be vulnerable to a called shot, if the players realize it and are willing to take the attack penalty(which is why I disagree with Construct). _________________ Project Rex Rewritten |
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tigerguy786 Seasoned

Joined: 26 Nov 2011 Posts: 434
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Posted: Fri Jun 08, 2012 6:33 pm Post subject: |
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| xxlgeeklord wrote: | | (which is why I disagree with Construct). |
Not every inorganic lifeform should have construct. Golems and the like? Sure. They certainly don't need heads to smash yours in, but an Android like Data? Probably needs his head.
Construct really shouldn't be thrown on every robot ever. Clint probably has a better explanation. _________________ TIGER, tiger, burning bright
In the forests of the night,
What immortal hand or eye
Could frame thy fearful symmetry?
| Clint wrote: | | Common sense always trumps anything pretending to be an "overarching" rule. |
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77IM Heroic

Joined: 23 Jun 2009 Posts: 1591 Location: Austin, TX
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Posted: Sat Jun 09, 2012 9:19 pm Post subject: |
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As others have mentioned, it has to do with complexity and weak points. You CAN get damage on a raise and Ace damage against vehicles, for example, because they have sufficient moving parts. But a homogeneous block of stone? Nah.
Animated objects are harder to justify -- but, consider that maybe "wounds" means something different. For example, defeating an animated chair might be as simple as hacking its legs off, while destroying a stationary chair might imply a fairly thorough pulverization.
-- 77IM _________________ Stuff I made: Arcane Abilities · Talent Edge · Savage Fading Suns · Savage Wuxia! |
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shinryu Seasoned
Joined: 18 Jul 2011 Posts: 300
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Posted: Wed Jun 13, 2012 3:25 pm Post subject: |
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Yeah, I think that's the way you have to look at it. You can pretty well disable a mobile statue if you blow through the joints, right? But we're getting into strange stuff here anyway. Can you blind it if you destroy the eyes? If not, how is it seeing you? I think it wouldn't be out of the question to declare such a thing to have some immunity to normal weapons or even to use the inanimate objects rules, but it all depends on what the monster is supposed to do. For a case like that it's very much setting rules or GM fiat.
For a case like a robot or a vehicle, I would assume they're basically Hardy if they're tough enough to count as inanimate. Vehicles are effectively Hardy in any case. Construct really is case by case, and a Hardy Construct is a pretty good approximation of a hard-to-kill statue I would tend to think. |
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