tag:blogger.com,1999:blog-3922722966649601130.post2332399557539520958..comments2023-11-03T11:47:36.441-04:00Comments on The Splintered Realm: Game Design: Soaking DamageDr. Mike Desinghttp://www.blogger.com/profile/03826501692186095437noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-3922722966649601130.post-12989630377757628812013-03-21T11:20:47.003-04:002013-03-21T11:20:47.003-04:00Rev. Dane Black brings up a good point about not d...Rev. Dane Black brings up a good point about not doing any damage with a successful hit. This has a mental impact on the player which is hard to shake and can make combat seem more of a see-saw ride rather than quick and decisive. Personally, I like the idea of doing away with the Soak roll because it reduces the number of dice rolls and player-player or player-referee interactions with a single combat encounter.Drohemhttps://www.blogger.com/profile/05592145361364392310noreply@blogger.comtag:blogger.com,1999:blog-3922722966649601130.post-18083815406641037392013-02-28T23:35:32.419-05:002013-02-28T23:35:32.419-05:00Thanks! That's a great suggestion. I'll wo...Thanks! That's a great suggestion. I'll work through those numbers and see how it plays out. Dr. Mike Desinghttps://www.blogger.com/profile/03826501692186095437noreply@blogger.comtag:blogger.com,1999:blog-3922722966649601130.post-23045676645298950522013-02-28T23:24:53.240-05:002013-02-28T23:24:53.240-05:00When I computed the numbers for the start of my ow...When I computed the numbers for the start of my own game I almost included Damage Reduction / Soak as part of the base stats. I decided against this due to the reasons you post about here -- there will times where no damage is done after HITTING -- on top of misses where no damage occurs.<br /><br />There is Damage Reduction in the system, but it is a computation based on the expected Damage Avoidance (Armor Class) at each level. A Monster (or certain Armor worn) can have low Damage Avoidance, but high Damage Reduction.<br /><br />I found it easiest to start by stretching the whole system out end-to-end and compute the expected damage at the beginning and at the end at the simplest possible level. Then I decided on the levels of power in-between which then gave me my numbers. I then started working backwards by adding expected "hit-miss" ratios and then damage variance.Anonymousnoreply@blogger.com