Damage Boosting, 1H vs 2H

PhilHibbs

Mongoose
Damage Boosting with a skill of 31% is enough to boost a 1H Longsword (1d8). If the wielder switches to 2H use, which increases the damage to 1d10, does the Damage Boosting stop working? I might house-rule Damage Boosting so that it doesn't have a threshhold like that but sets the minimum damage to 2 pts per 10% skill, with a maximum of the weapon's max damage. So, in the above example, you'd roll a 1d10 but if it rolls below 8, it does 8. The same spell cast on a Great Hammer would also set the minimum to 8, but you'd roll 1d10+3 anyway to see if you can get more.

Why isn't it 1 point per 5% rather than 2 points per 10%? Just for simpler calculations?
 
Sorcery is bizarrely restricted in that way, yes. If I cast Treat Wound (with my Grimoire of 44%), I can heal a hit to my head, but not if I'd previously cast Enhance CON, as my head now has 6+ HP.

It's not necessarily a flaw in the game; it's simply a (supernatural) limitation on the capacity of the spell to affect the target. That being said, your house rule does kinda make sense; it's more logical anyway.

The 2 pts per 10% will be because that's how everything else is calculated; specifically - critical successes. So you can rethink your spell as +2(crit).
 
PhilHibbs said:
Why isn't it 1 point per 5% rather than 2 points per 10%? Just for simpler calculations?

I think this is because every other Sorcery spell works this way, with effects based on Skill/10, which is also the critical range of the skill.

Anyway, I think I'll use your house rule.
 
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