Jed Clayton
Mongoose
Hello.
I had a look again at the Damage Modifier Table and I'm wondering how it should progress beyond a sum of STR+SIZ that is more than 100. The table in the rulebook stops there.
All right, I know that I probably will never need this for human player-characters, but it might matter for monsters, giants, etc. Also, as a roleplaying geek, I just want to know for sure, since it's part of the system's design.
My evidence so far suggests that from 101-110, you get a bonus of +3D6, from 111-120 you get +3D8, the next step is +3D10, then +3D12. The increment of +3D12 could then be followed by another increment in D6's, that is, +4D6, +4D8, +4D10, etc. That seems the way the game designers for MRQ did it. The problem is: Mathematically, this does not make sense.
Rolling +3D6 does not give you more damage than +2D12. I'd much rather have the 2 twelve-siders if I were the player. The average roll result of 2D12 is 13 and the maximum is 24, compared to only 10.5 and 18 for 3D6.
I was thinking that maybe the +2D12 bonus should be followed by +3D8 instead. That would make more sense since it would allow for the rolled damage to go up instead of down: with +3D8 you throw an average of 13.5 and a max of 24. This in turn can be followed by +3D10 and +3D12. If I then default to six-siders (4D6), I would get a much lower average than on the previous 3D12, and trade a max 36 for a max 24 (4 x 6 = 24). This gap widens more and more as the progression chart goes further up, except if I kick out the lower two dice sizes (the D6's and D8's), jumping directly to +4D10. I have no idea what the correct mathematical expressions are, but like that it would work smoothly. Apparently, the D12 is the biggest die in this progression (not followed by a D20, for example). This gives the twelve-sider a good role in MRQ, considering that it didn't even exist in RQ 3rd Edition.
So, in my opinion the progression chart should go like this:
+2D12 (as mentioned in the book), +3D8, +3D10, +3D12, +4D10, +4D12, +5D12, +6D12, +7D12, +8D12, +9D12, +10D12, and so on.
Does anyone have any further data?
Is there a definitive damage modifier chart (beyond 100) in the RQ Open Game document?
I also wanted to ask about a quick-start table for hit point distribution going beyond human limits and for the appropriate distribution for creatures that have multiple limbs and other body shapes, like Centaurs, Scorpion Men, Lamia ... Does anyone have that info?
I had a look again at the Damage Modifier Table and I'm wondering how it should progress beyond a sum of STR+SIZ that is more than 100. The table in the rulebook stops there.
All right, I know that I probably will never need this for human player-characters, but it might matter for monsters, giants, etc. Also, as a roleplaying geek, I just want to know for sure, since it's part of the system's design.
My evidence so far suggests that from 101-110, you get a bonus of +3D6, from 111-120 you get +3D8, the next step is +3D10, then +3D12. The increment of +3D12 could then be followed by another increment in D6's, that is, +4D6, +4D8, +4D10, etc. That seems the way the game designers for MRQ did it. The problem is: Mathematically, this does not make sense.
Rolling +3D6 does not give you more damage than +2D12. I'd much rather have the 2 twelve-siders if I were the player. The average roll result of 2D12 is 13 and the maximum is 24, compared to only 10.5 and 18 for 3D6.
I was thinking that maybe the +2D12 bonus should be followed by +3D8 instead. That would make more sense since it would allow for the rolled damage to go up instead of down: with +3D8 you throw an average of 13.5 and a max of 24. This in turn can be followed by +3D10 and +3D12. If I then default to six-siders (4D6), I would get a much lower average than on the previous 3D12, and trade a max 36 for a max 24 (4 x 6 = 24). This gap widens more and more as the progression chart goes further up, except if I kick out the lower two dice sizes (the D6's and D8's), jumping directly to +4D10. I have no idea what the correct mathematical expressions are, but like that it would work smoothly. Apparently, the D12 is the biggest die in this progression (not followed by a D20, for example). This gives the twelve-sider a good role in MRQ, considering that it didn't even exist in RQ 3rd Edition.
So, in my opinion the progression chart should go like this:
+2D12 (as mentioned in the book), +3D8, +3D10, +3D12, +4D10, +4D12, +5D12, +6D12, +7D12, +8D12, +9D12, +10D12, and so on.
Does anyone have any further data?
Is there a definitive damage modifier chart (beyond 100) in the RQ Open Game document?
I also wanted to ask about a quick-start table for hit point distribution going beyond human limits and for the appropriate distribution for creatures that have multiple limbs and other body shapes, like Centaurs, Scorpion Men, Lamia ... Does anyone have that info?