2d Damage: Difference between revisions

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''The 2d Damage house rule is optional; make use of it or not at your pleasure.''
For purposes of determining damage, GURPS makes use one or several 6-sided dice.  1d6 gives you a flat random distribution. 2d6 gives you linear up --> peak --> linear down. 3d6 (or nd6 where n >= 3) gives you a bell curve. I.e. when you graph these results, 1d6 is flat, 2d6 looks like a pyramid, and 3d6 looks like a bell curve.
For purposes of determining damage, GURPS makes use one or several 6-sided dice.  1d6 gives you a flat random distribution. 2d6 gives you linear up --> peak --> linear down. 3d6 (or nd6 where n >= 3) gives you a bell curve. I.e. when you graph these results, 1d6 is flat, 2d6 looks like a pyramid, and 3d6 looks like a bell curve.


I prefer the distribution given by using two dice.  Also, I want the minimum possible damage to be about 15%  average and the maximum possible damage to be about 185% average. To that end, the following charts should be used to determine damage:
I prefer the distribution given by using two dice.  Also, I want the minimum possible damage to be about 15%  average and the maximum possible damage to be about 185% average. To that end, the following charts may be used to determine damage.


==Damage Table==
==Damage Table==
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This table shows statistics for the various damage amounts.  Use this table to convert GURPS damage to 2d damage.
This table shows statistics for the various damage amounts.  Use this table to convert GURPS damage to 2d damage.


This table should also be used to find a new damage whenever there is a + or - modifier to the normal damage done.  E.g. if the damage done has a +2 modifier, use the result two rows further down.  So 2d4-1 +2 damage becomes 2d5+2d6-1.  Of course, to avoid having to access this table, one could simply use 2d4+1; but, +/-'s in excess of +2/-2 should be avoided.
This table should also be used to find a new damage whenever there is a + or - modifier to the normal damage done.  E.g. if the damage done has a +2 modifier, use the result two rows further down.  So 2d4-1 +2 damage becomes d5+d6-1.  Of course, to avoid having to access this table, one could simply use 2d4+1; but, +/-'s in excess of +2/-2 are to be avoided.


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==Nonstandard Die==
==Nonstandard Die==
* A d2 can be any die: odd values = 1, even values = 2
* A d2 can be any die: odd values = 1, even values = 2; or just flip a coin
* A d3 is a d6: 1,2 = 1, 3,4 = 2, 5,6 = 3
* A d3 is a d6 / 2 then round up, i.e. : 1,2 = 1; 3,4 = 2; 5,6 = 3
* 2d2-2 is the same as d2-1 + d2-1: roll two dice, odds = 0, evens = 1
* A d5 is a d10 / 2 then round up, i.e. : 1,2 = 1; 3,4 = 2; 5,6 = 3; 7,8 = 4; 9,10 = 5
* 2d2-2 is the same as d2-1 + d2-1: roll two dice, odds = 1, evens = 0


==Examples==
==Examples==
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==See Also==
==See Also==


[[Detect Lies]]
[[Combat Maneuvers]] | [[Detect Lies]] | [[Interrogation]] | [[Meditation]] | [[Stealth]] | [[Tactics]]
[[Interrogation]]
 
[[Tactics]]
[[GURPS SPACE: Star Trek: Aurora |STA main page]]
 


[[Category: Image's House Rules]]
[[Category: Image's House Rules]]
[[Category: STA Player Information]]

Latest revision as of 05:59, 1 May 2010

The 2d Damage house rule is optional; make use of it or not at your pleasure.

For purposes of determining damage, GURPS makes use one or several 6-sided dice. 1d6 gives you a flat random distribution. 2d6 gives you linear up --> peak --> linear down. 3d6 (or nd6 where n >= 3) gives you a bell curve. I.e. when you graph these results, 1d6 is flat, 2d6 looks like a pyramid, and 3d6 looks like a bell curve.

I prefer the distribution given by using two dice. Also, I want the minimum possible damage to be about 15% average and the maximum possible damage to be about 185% average. To that end, the following charts may be used to determine damage.

Damage Table

Use this table to determine your character's basic thrust and swing damage.

Thrust and Swing Damage based on ST
ST 3d6 thr 3d6 sw 2d thr 2d sw
1 1d-6 1d-5 2d2-4 2d2-3
2 1d-6 1d-5 2d2-4 2d2-3
3 1d-5 1d-4 2d2-3 2d3-4
4 1d-5 1d-4 2d2-3 2d3-4
5 1d-4 1d-3 2d3-4 2d2-2
6 1d-4 1d-3 2d3-4 2d2-2
7 1d-3 1d-2 2d2-2 2d3-2
8 1d-3 1d-2 2d2-2 2d3-2
9 1d-2 1d-1 2d3-2 2d4-2
10 1d-2 1d 2d3-2 2d4-1
11 1d-1 1d+1 2d4-2 d4+d6-1
12 1d-1 1d+2 2d4-2 d5+d6-1
13 1d 2d-1 2d4-1 2d6-1
14 1d 2d 2d4-1 d6+d8-1
15 1d+1 2d+1 d4+d6-1 2d8-1
16 1d+1 2d+2 d4+d6-1 d8+d10-1
17 1d+2 3d-1 d5+d6-1 d8+d10-1
18 1d+2 3d d5+d6-1 d8+d10
19 2d-1 3d+1 2d6-1 2d10
20 2d-1 3d+2 2d6-1 d10+d12
21 2d 4d-1 d6+d8-1 2d12
22 2d 4d d6+d8-1 (d6+d8-1)x2
23 2d+1 4d+1 2d8-1 (d5+d10-1)x2
24 2d+1 4d+2 2d8-1 (2d8-1)x2
25 2d+2 5d-1 d8+d10-1 (2d8-1)x2
26 2d+2 5d d8+d10-1 (2d8-1)x2+1
27 3d-1 5d+1 d8+d10-1 (2d6-1)x3

3d6 to 2d Conversion

This table shows statistics for the various damage amounts. Use this table to convert GURPS damage to 2d damage.

This table should also be used to find a new damage whenever there is a + or - modifier to the normal damage done. E.g. if the damage done has a +2 modifier, use the result two rows further down. So 2d4-1 +2 damage becomes d5+d6-1. Of course, to avoid having to access this table, one could simply use 2d4+1; but, +/-'s in excess of +2/-2 are to be avoided.

GURPS Damage vs. 2d Damage
GURPS Avg. GURPS 2d Min Max 2d Avg. Min/Avg. Max/Avg.
0 1d6-6 2d2-4 0 0 0 n/a n/a
0.2 1d6-5 2d2-3 0 1 0.25 0.00 4.00
0.5 1d6-4 2d3-4 0 2 0.44 0.00 4.50
1 1d6-3 2d2-2 0 2 1 0.00 2.00
1.7 1d6-2 2d3-2 0 4 2 0.00 2.00
2.5 1d6-1 2d4-2 0 6 3 0.00 2.00
3.5 1d6 2d4-1 1 7 4 0.25 1.75
4.5 1d6+1 d4+d6-1 1 9 5 0.20 1.80
5.5 1d6+2 d5+d6-1 1 10 5.5 0.18 1.82
6 2d6-1 2d6-1 1 11 6 0.17 1.83
7 2d6 d6+d8-1 1 13 7 0.14 1.86
8 2d6+1 2d8-1 1 15 8 0.13 1.88
9 2d6+2 d8+d10-1 1 17 9 0.11 1.89
9.5 3d6-1 d8+d10-1 1 17 9 0.11 1.89
10.5 3d6 d8+d10 2 18 10 0.20 1.80
11.5 3d6+1 2d10 2 20 11 0.18 1.82
12.5 3d6+2 d10+d12 2 22 12 0.17 1.83
13 4d6-1 2d12 2 24 13 0.15 1.85
14 4d6 (d6+d8-1)x2 2 26 14 0.14 1.86
15 4d6+1 (d5+d10-1)x2 2 28 15 0.13 1.87
16 4d6+2 (2d8-1)x2 2 30 16 0.13 1.88
16.5 5d6-1 (2d8-1)x2 2 30 16 0.13 1.88
17.5 5d6 (2d8-1)x2+1 3 31 17 0.18 1.82
18.5 5d6+1 (2d6-1)x3 3 33 18 0.17 1.83

Nonstandard Die

  • A d2 can be any die: odd values = 1, even values = 2; or just flip a coin
  • A d3 is a d6 / 2 then round up, i.e. : 1,2 = 1; 3,4 = 2; 5,6 = 3
  • A d5 is a d10 / 2 then round up, i.e. : 1,2 = 1; 3,4 = 2; 5,6 = 3; 7,8 = 4; 9,10 = 5
  • 2d2-2 is the same as d2-1 + d2-1: roll two dice, odds = 1, evens = 0

Examples

Your character has ST 10, so his basic thrust damage is 2d3-2 and his basic swing damage is 2d4-2. His punch damage is rated as thrust-1. Looking at the above tables shows this to be 2d2-2, and this is what should entered as this character's punch damage.

A weapon does 3d GURPS damage. You would roll d8+d10.

See Also

Combat Maneuvers | Detect Lies | Interrogation | Meditation | Stealth | Tactics

STA main page