Greetings!
In this thread I would like to present, and get feedback on a simple alternative rule that revolves around a core mechanic - Damage Rolls.
This idea ironically evolved out of this thread, from a discussion about the rather random and not in-world explainable ability of damage rolls being able to turn a full-blown, large calibre, 6-extra-successes bullseye-hit modern firearm shot into a low-to-zero-damage affair...before even checking armor and soak.
And while it was mentioned in the discussion that it could explained by the bullet missing anything vital in the body, the WoD system does not reflect this, as no/low damage equals barely a day of healing time.
It's not even limited to firearms. Who doesn't know the situation of landing an absolutely amazing 'oh man did you see that??' hit with your favorite pimped-out sword that has you cheer and hi-5 around the table, just to not even get to the point where the enemy has to soak. Despite an amazing hit?
Yeah. That.
The premises of this alternative rule as presented here are as follows:
1) Do not, in any way, increase the possible total damage from the vanilla system. It is not the goal, and increasing the maximum damage really is not something WoD needs, with its rather narrow range of HP.
2) Reduce the range of randomness of damage, in the context of good to-hit roll results. The better the hit, the more definite a good damage result should be.
3) Keep it simple
So, without further ado, the rule changes and familiars:
EDIT: Original proposal, too complicated:
Revised proposal, thanks to Heavy Arms:
*) The to-hit roll remains unchanged. 1 success to hit, each on top counting as an 'Extras success'
*) The dodge/parry rolls are unchanged and take away from the to-hit roll results as usual.
1) Weapons damage ratings get halved (rounded up)
2) The ratings are applied as automatic damage successes
3) Strength in case of melee weapons gets rolled as usual.
Examples:
* Weapon: Sword, strength +1. (Normal system: +2)
To-hit roll post-dodge result: 3 extra successes.
Pre-soak damage: 1 fixed (weapon rating) + a roll of 2 dice (extra successes) + strength
* Weapon: Great Axe, strength +3. (Normal system: +6)
To-hit roll post-dodge result: 3 extra successes.
Pre-soak damage: 3 fixed (weapon rating) + a roll of 2 dice (extra successes) + strength
* Weapon: Glock 17, 2 damage. (Normal system: 4)
To-hit roll post-dodge result: 5 extra successes.
Pre-soak damage: 2 fixed (weapon rating) + a roll of 4 (extra successes)
* Weapon: Shotgun, 4 damage. (Normal system: 8)
To-hit roll post-dodge result: 2 extra successes.
Pre-soak damage: 4 fixed (weapon rating) + a roll of 1 (extra success)
In all cases, the average damage remains the same as in the normal system, but you do not run into the problem of causing zero pre-soak damage despite a good hit anymore. You hit, you are guaranteed to do pre-soak damage.
I hope these examples are formulated simply enough.
More feedback is still welcome - especially some real play hands-on results of this idea.
In this thread I would like to present, and get feedback on a simple alternative rule that revolves around a core mechanic - Damage Rolls.
This idea ironically evolved out of this thread, from a discussion about the rather random and not in-world explainable ability of damage rolls being able to turn a full-blown, large calibre, 6-extra-successes bullseye-hit modern firearm shot into a low-to-zero-damage affair...before even checking armor and soak.
And while it was mentioned in the discussion that it could explained by the bullet missing anything vital in the body, the WoD system does not reflect this, as no/low damage equals barely a day of healing time.
It's not even limited to firearms. Who doesn't know the situation of landing an absolutely amazing 'oh man did you see that??' hit with your favorite pimped-out sword that has you cheer and hi-5 around the table, just to not even get to the point where the enemy has to soak. Despite an amazing hit?
Yeah. That.
The premises of this alternative rule as presented here are as follows:
1) Do not, in any way, increase the possible total damage from the vanilla system. It is not the goal, and increasing the maximum damage really is not something WoD needs, with its rather narrow range of HP.
2) Reduce the range of randomness of damage, in the context of good to-hit roll results. The better the hit, the more definite a good damage result should be.
3) Keep it simple
So, without further ado, the rule changes and familiars:
EDIT: Original proposal, too complicated:
Revised proposal, thanks to Heavy Arms:
*) The to-hit roll remains unchanged. 1 success to hit, each on top counting as an 'Extras success'
*) The dodge/parry rolls are unchanged and take away from the to-hit roll results as usual.
1) Weapons damage ratings get halved (rounded up)
2) The ratings are applied as automatic damage successes
3) Strength in case of melee weapons gets rolled as usual.
Examples:
* Weapon: Sword, strength +1. (Normal system: +2)
To-hit roll post-dodge result: 3 extra successes.
Pre-soak damage: 1 fixed (weapon rating) + a roll of 2 dice (extra successes) + strength
* Weapon: Great Axe, strength +3. (Normal system: +6)
To-hit roll post-dodge result: 3 extra successes.
Pre-soak damage: 3 fixed (weapon rating) + a roll of 2 dice (extra successes) + strength
* Weapon: Glock 17, 2 damage. (Normal system: 4)
To-hit roll post-dodge result: 5 extra successes.
Pre-soak damage: 2 fixed (weapon rating) + a roll of 4 (extra successes)
* Weapon: Shotgun, 4 damage. (Normal system: 8)
To-hit roll post-dodge result: 2 extra successes.
Pre-soak damage: 4 fixed (weapon rating) + a roll of 1 (extra success)
In all cases, the average damage remains the same as in the normal system, but you do not run into the problem of causing zero pre-soak damage despite a good hit anymore. You hit, you are guaranteed to do pre-soak damage.
I hope these examples are formulated simply enough.
More feedback is still welcome - especially some real play hands-on results of this idea.

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