08-02-2023, 06:48 PM
Here is a compilation of replies:
I have always used your option #3. It did not make sense to me, apart from the rules, that an animal does the exact same damage every time. Big enough beasts, say starting at 400kg, can put a PC down hard anyway if they get a hit. But give the PCs a chance by rolling the dice. Remember that as size increases, animals get damage bonuses to whatever natural weapon it uses. (TTB, p. 94, 'Animal Sizes and Weaponry' table).
I concur - roll each time. Damage, excepting first blood, is supposed to be blocked out by dice, and the damage rules and amounts for weapons flat out assume 2D average for attributes. 11 each hit would screw someone over hard and fast making them much more dealy (sic)
I see the distribution of dice from a damage pool as a way to give the players an edge of flexibility over NPCs. With NPCs the dice go all against one attribute at a time, whether it's the first or fourth hit. PC's on the other hand, if they take the first hit and are still standing, can 'spread out' the subsequent damage to stay in the fight longer. Of course, the more you drain the three attributes, the more likely it is that another hit will be Serious Wounds or Death. But if it's important to the player to be able to fight on, then the distribution method makes that possible.
I have always used your option #3. It did not make sense to me, apart from the rules, that an animal does the exact same damage every time. Big enough beasts, say starting at 400kg, can put a PC down hard anyway if they get a hit. But give the PCs a chance by rolling the dice. Remember that as size increases, animals get damage bonuses to whatever natural weapon it uses. (TTB, p. 94, 'Animal Sizes and Weaponry' table).
I concur - roll each time. Damage, excepting first blood, is supposed to be blocked out by dice, and the damage rules and amounts for weapons flat out assume 2D average for attributes. 11 each hit would screw someone over hard and fast making them much more dealy (sic)
I see the distribution of dice from a damage pool as a way to give the players an edge of flexibility over NPCs. With NPCs the dice go all against one attribute at a time, whether it's the first or fourth hit. PC's on the other hand, if they take the first hit and are still standing, can 'spread out' the subsequent damage to stay in the fight longer. Of course, the more you drain the three attributes, the more likely it is that another hit will be Serious Wounds or Death. But if it's important to the player to be able to fight on, then the distribution method makes that possible.
Raisins are just grape jerky.