From: ratinox@splinter.coe.northeastern.edu (Richard Pieri/Stainless Steel Rat)
Newsgroups: rec.games.frp
Subject: Re: CHAMP:  1/2d6 vs d6-1
Date: 10 Apr 92 22:40:11 GMT
	<2w4t0c#@rpi.edu> <1992Apr10.195849.1779@news.Hawaii.Edu>
Reply-To: ratinox@splinter.coe.northeastern.edu
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In-reply-to: dicksion@uhunix.uhcc.Hawaii.Edu's message of 10 Apr 92 19:58:49 GMT
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>>>>> On 10 Apr 92 19:58:49 GMT, dicksion@uhunix.uhcc.Hawaii.Edu (Matthew W. Dicksion) said:

>In article <2w4t0c#@rpi.edu> cleggp@aix.rpi.edu (Paul Jason Clegg) writes:
>When do you use "xd6-1" vs. "x 1/2d6" for things like killing attacks?
>According to the "DC" table, they're both on the same "level", but:
>1) They never really explain how to use the "d6-1" concept in the rules, and
>2) It would seem to me that the "d6-1" is better than a 1/2d6, and thus
>   shouldn't be considered "equal".
>I normally use 1/2d6es, because that's all that's ever mentioned in previous
>editions.  However, in the listings for weapons, some weapons are rated at
>"1 1/2d6K" and some at "2d6-1K".  What's the difference?  When do you use
>which?  Why did they make them different?  How do you use a "1d6-1" for
>STUN and BODY purposes?  What's the deal?

dicksion> For purposes of Champions campaigns, both 1+1/2d6K and 2d6-1K are
dicksion> more or less the same.  Both have around the same average
dicksion> (1+1/2d6K: avg 5.5; 2d6-1K: avg 6), it's just that the range is
dicksion> narrower for 1+1/2d6 (2-9) than for 2d6-1 (1-11).  The 2d6-1K
dicksion> option is probably better, since you will always want to be able
dicksion> to do 11.

So far, I agree. The distinction only really exists in some low-powered
weapons, like pistols. HERO came up with this to fit some weapons in
between what they already had. In a superheroic game, I'd recomend using
the 1/2d6K when you buy killing attacks.

dicksion> This equality falls apart in heroic campaigns that use critical
dicksion> hits.  Since a crit does Automatic Max Damage, it is much more
dicksion> effective to do a max of 11 than to do a max of 9, which is why
dicksion> we always use the half-die option in out Fantasy Hero games.

Now wait a minute here. HERO has no such thing as a max damage on a
``critical hit'' (I assume you mean when you roll a 3 on a to hit roll). If
it does, I'd appreciate it being pointed out somewhere, as I've yet to see
it anywhere in any HERO book.

This sounds more like a house rule that we used to use. We don't anymore,
because it is really wildly unbalancing against high DCV/low DEF
characters, who you may already need a 3 to hit them (3 always hits). It
really sucks big-time when your DCV 18 (dodging) Martial Artist gets tagged
by Sir Brick with a 3 that he needed anyway, for maximum damage on 15 dice
(STR 75 [that's 30 BODY, 90 STUN, and around 23 inches of knockback, just
so you know]), and one reason why I will never play characters in at least
two GM's games again.

--Rat
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