I recently posted a damage conversion from UVG to Troika! Unfortunately, I screwed up. My players protested even before the play-test, I looked at it again, and I realized something fundamental. Specifically the damages rolled on an 1 are WAY too high. If you look at the existing weapon damages in Troika!, on a 1 you do 1-4 points of damage, with the sole exception of dragon fire (which is 6). If you look at my first attempt, you will note that for several weapons, damage on 1 are WAAY above this.
Sausage indeed...
The value you get on a 1 is pretty important because it represents "grazing" damage and, because of armor, it comes up not that rarely (armor imposes a penalty on the 1d6 roll). It's also important as a determinant of the effectiveness of a weapon vs heavily armored foes. So I have to re-do this.
First, I'm tweaking my basic patterns:
AVG 6 (base step is 2) | -1 | 2 | 3 | 4 | 5 | 6 |
FLAT (can opener, sword) | 4 | 6 | 6 | 6 | 6 | 8 |
Average (spear based) | 3 | 4 | 6 | 6 | 8 | 9 |
Wild (ax derived) | 2 | 4 | 6 | 6 | 8 | 10 |
superwild | 1 | 3 | 5 | 7 | 9 | 11 |
Spike | 2 | 2 | 4 | 6 | 8 | 14 |
You'll note that the roll on a 1 or less for the average damage is no longer 4, but 3.
The second thing is that the damage on a 1 must NOT change when the average damage is scaled up. So if I have an average damage of 7 (not 6) I would go +1 to everything *except* on a 1. The extra missing damage would go on the 6 instead. So an average spread, average damage 7 would look like:
3 5 7 7 9 11, instead of 4 5 7 7 9 10 (the old method)
On an average damage of 8, the extra goes on the 4, becoming
3 6 8 9 10 12 , instead of 5 6 8 8 10 11
This may have to be adjusted for individual damage patterns of course - for example on the "flat" pattern that extra is applied to the 6 twice.
Once we reach an average of 9, we create a new set of patterns. You'll note that the damage on 1 has gone up a wee little bit, but not much. This means that damage will go wilder as it goes up - a pattern that already happens in Troika!
AVG 9 (base step is 3) | -1 | 2 | 3 | 4 | 5 | 6 |
FLAT (can opener, sword) | 5 | 9 | 9 | 9 | 9 | 13 |
Average (spear based) | 4 | 7 | 9 | 9 | 11 | 13 |
Wild (ax based ) | 2 | 6 | 9 | 9 | 12 | 16 |
Superwild | 2 | 5 | 7 | 10 | 13 | 17 |
Spike | 3 | 4 | 6 | 9 | 13 | 19 |
Again, if you need a higher damage you increase damage but *not* on the 1 d6 value. And when we reach average 12, a new set of patterns is needed. Note how the minimum damage has crept up, but again not too much.
AVG 12 (base step is 4) | -1 | 2 | 3 | 4 | 5 | 6 |
FLAT (can opener, sword) | 6 | 12 | 12 | 12 | 12 | 18 |
Average (spear derived) | 5 | 10 | 12 | 12 | 15 | 18 |
Wild (ax derived) | 3 | 8 | 12 | 12 | 16 | 21 |
Superwild | 2 | 6 | 10 | 14 | 18 | 22 |
Spike | 3 | 5 | 8 | 12 | 16 | 28 |
So let's apply this to UVG guns...
UVG PISTOLS | -1 | 2 | 3 | 4 | 5 | 6 | 7+ |
Inquisitor squirt gun | 2 | 2 | 3 | 4 | 5 | 8 | 10 |
Revolver | 2 | 3 | 4 | 5 | 7 | 9 | 12 |
Porcelain Prince Pistol | 3 | 6 | 8 | 9 | 10 | 12 | 14 |
Ultra Blaster | 5 | 10 | 10 | 10 | 10 | 15 | 18 |
Blue God Blaster | 5 | 12 | 14 | 15 | 17 | 21 | 25 |
UVG RIFFLE | -1 | 2 | 3 | 4 | 5 | 6 | 7+ |
Heavy Crossbow | 4 | 5 | 7 | 8 | 9 | 9 | 12 |
Scavenger bolter | 2 | 5 | 7 | 7 | 9 | 12 | 15 |
Redland District SMG | 2 | 4 | 7 | 10 | 11 | 14 | 17 |
Violent Cat Riffle | 4 | 9 | 10 | 10 | 12 | 15 | 20 |
Vome Slagger | 2 | 6 | 8 | 11 | 14 | 19 | 24 |
black city matter disruptor | 2 | 7 | 10 | 10 | 13 | 18 | 22 |
Satrap gun | 2 | 8 | 11 | 12 | 14 | 19 | 22 |
Voice of Death | 3 | 6 | 9 | 13 | 17 | 30 | 35 |
This isn't perfect, but it should be a lot better. There are probably slight tweaks here and there that would make that much smoother, but it's a solid step forward. It feels more in line with existing Troika! weapons, although some of them hit *very* hard indeed. I admit that I may have pushed the damage too high - playtest will reveal this. But now that I have my patterns down, adjusting them should be fairly easy from now on.
Lastly, the important question. In Troika, you have skills tied with specific weapons - spear, hammer, knife.... but when it comes to ranged weapon, there are only 4 - bow, crossbow, pistolet, fusil. So I assumed that if you had pistolet, you were proficient in all pistols, and fusil in all rifles... but now I am not so sure. With that interpretation, it will push people towards pistols and rifles.
Another thing I was thinking about is the importance of melee combat in Troika! Whenever someone attacks another, there are no "misses" - either the defender gets hurts *or* the attacker get hurts (baring the occasional ties). This makes fights go quickly, it's a very cool aspect of the system! But in a ranged battle, especially if everyone has cover... fights can go long because there is a lot of of missing going on. I wonder if this needs a fix or not...
"this post is an independent production by me and is not affiliated with the Melsonian Arts Council"