Subject[dq] Overstrenthing
FromMandos
DateThu, 19 Jun 2003 14:23:34 +1200
I perceive a problem and I wondered if my perception is shared by others.

Overstrengthing. Before the new fumble table was introduced there was an
increased chance of a weapon breaking if you overstrengthed it in order to
do additional damage.

So previously we had a 2% chance of something bad happening (drop/break) and
an increased chance of breakage if you put more power into the blow.

Now we only have a 1% of any particular problem and no penalties at all for
overstrengthing.

I beleive we need to combine the old rules with the new table to a certain
extent to bring back the overstrenthing penalties and I suggest 1% per
additional point of damage being dealt. The reason for these particular
numbers is that it is very easy to calculate and keep track of.

Mandos
/s


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SubjectRe: [dq] Overstrenthing
FromRMansfield@ingnz.com
DateThu, 19 Jun 2003 14:43:51 +1200
<br><font size=2 face="sans-serif">This was discussed at the time of the new fumble table.</font>
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<br><font size=2 face="sans-serif">The consensus at that time was that more people forgot the extra risks of overstrengthing than remembered them. &nbsp;It also wasn't considered worth the effort of putting another layer of rules in for this. &nbsp;Therefore we chose to add the new fumble table and drop the other.</font>
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<br><font size=2 face="sans-serif">Rosemary</font>
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<td><font size=1 face="sans-serif"><b>Mandos &lt;mandos@iconz.net&gt;</b></font>
<br><font size=1 face="sans-serif">Sent by: owner-dq@dq.sf.org.nz</font>
<p><font size=1 face="sans-serif">19/06/2003 14:23</font>
<br><font size=1 face="sans-serif">Please respond to dq</font>
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<td><font size=1 face="Arial">&nbsp; &nbsp; &nbsp; &nbsp; </font>
<br><font size=1 face="sans-serif">&nbsp; &nbsp; &nbsp; &nbsp; To: &nbsp; &nbsp; &nbsp; &nbsp;dq@dq.sf.org.nz</font>
<br><font size=1 face="sans-serif">&nbsp; &nbsp; &nbsp; &nbsp; cc: &nbsp; &nbsp; &nbsp; &nbsp;</font>
<br><font size=1 face="sans-serif">&nbsp; &nbsp; &nbsp; &nbsp; Subject: &nbsp; &nbsp; &nbsp; &nbsp;[dq] Overstrenthing</font></table>
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<br><font size=2 face="Courier New"><br>
I perceive a problem and I wondered if my perception is shared by others.<br>
<br>
Overstrengthing. Before the new fumble table was introduced there was an<br>
increased chance of a weapon breaking if you overstrengthed it in order to<br>
do additional damage.<br>
<br>
So previously we had a 2% chance of something bad happening (drop/break) and<br>
an increased chance of breakage if you put more power into the blow.<br>
<br>
Now we only have a 1% of any particular problem and no penalties at all for<br>
overstrengthing.<br>
<br>
I beleive we need to combine the old rules with the new table to a certain<br>
extent to bring back the overstrenthing penalties and I suggest 1% per<br>
additional point of damage being dealt. The reason for these particular<br>
numbers is that it is very easy to calculate and keep track of.<br>
<br>
Mandos<br>
/s<br>
<br>
<br>
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</font>
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SubjectRe: [dq] Overstrenthing
FromMichael\ Parkinson
DateThu, 19 Jun 2003 15:07:53 +1200
> I perceive a problem and I wondered if my
> perception is shared by others.

By all means we should change the rules if there is
problem -- that's why the original ridiculous rules were
changed.  It may well be that we over simplified the rules
when we corrected the original problem.   What is the
particular problem that you perceive?

> Now we only have a 1% of any particular problem
> and no penalties at all for overstrengthing.

Since one only gets +1 damager per point per 5 complete pts
strength over the minimum, inapplicable with missile or
unarmed weapons, not combinable with skill bonuses [i.e. +1
at Rk 4], ... I don't see a problem myself.  For most
weapons this should not be particularly critical --
especially since the wielder IS using the weapon in the
correct manner, they are merely getting a point or two
damage more than they would otherwise.  In actual fact,
anyone gaining more than 1 point with overstrengthing is
almost certainly using the *wrong* weapon, &/or has
magically superhuman strength.

> I beleive we need to combine the old rules with
> the new table to a certain
> extent to bring back the overstrenthing penalties

By "the old rules," I take it you mean *only* an increased
chance of breakage.

regards, Michael


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SubjectRe: [dq] Overstrenthing
FromAndrew\ Withy\ \(DSL\ AK\)
DateThu, 19 Jun 2003 15:35:41 +1200
Anyone with PS 40+ is using a magical, and basically unbreakable sword or
glaive anyway. Its generally a Medium-High game when you get the extreme
strengths, and people will not be using iron or silvered weapons.

Andrew

-----Original Message-----
From: Mandos [mailto:mandos@iconz.net] 
Sent: Thursday, 19 June 2003 2:24 p.m.
To: dq@dq.sf.org.nz
Subject: [dq] Overstrenthing



I perceive a problem and I wondered if my perception is shared by others.

Overstrengthing. Before the new fumble table was introduced there was an
increased chance of a weapon breaking if you overstrengthed it in order to
do additional damage.

So previously we had a 2% chance of something bad happening (drop/break) and
an increased chance of breakage if you put more power into the blow.

Now we only have a 1% of any particular problem and no penalties at all for
overstrengthing.

I beleive we need to combine the old rules with the new table to a certain
extent to bring back the overstrenthing penalties and I suggest 1% per
additional point of damage being dealt. The reason for these particular
numbers is that it is very easy to calculate and keep track of.

Mandos
/s


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SubjectRe: [dq] Overstrenthing
FromMandos
DateThu, 19 Jun 2003 15:46:15 +1200
> > I believe we need to combine the old rules with
> > the new table to a certain
> > extent to bring back the overstrenthing penalties
>
> By "the old rules," I take it you mean *only* an increased
> chance of breakage.

Yes indeed. Particularly since even without the overstrenght stuff we halved
the chance of fumbles when the new table came in.

My perception is that combats are significantly less dramatic with the
removal of these rules. I appreciate that simplicity is a good aim hence the
simple 1%/additional point of damage addition. I love the fumble table
itself but I do not think we see enough of it and would like to see it a
little more.

In the normal run of the game high strength is certainly far from rare, with
items that increase strength and the easy availability of strength potions
and investeds it is easy to gain enough strength to be doing +3 and +4 under
normalish circumstances even without the characters who are at the extremes
of the bellcurve and can get huge strengths.

I think that for most characters this rule change would have minimal effect
but it will return an element of sanity to overstrengthing and also avoid
any potential issues with characters of immense strength further down the
line.

Mandos
/s


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