NO MORE 'NAKED DWARF' SYNDROME Below is my method, than resolve problem of high T, than I post to the list in past. Base in this method is percentage way calculation of damage. We treat tougness like 10*T% numbers of damage, than person may "stand". Then (10-T)*10% is number of real damage. This method gives: - that same number of damage like normal method for characters of T from 1 to 4 - each success attack on person (even on person with high T) gives damages - that resolve "naked dwarf" syndrome Way: 1. solve strenght of attack (SA) = (S or ES) + 1d6 (+ bonus from weapon) 2. if target's T >= 10 then solve damage like normal 3. if target's T < 10 then: real damage is (10-T)*10% of SA ; that is: (10-T)*SA / 10 and after this substract of armor points ; or use table: SA T 1 2 3 4 5 6 7 8 9 10 ------------------------------------------ 1 | 1 2 3 4 5 5 6 7 8 9 2 | 1 2 2 3 4 5 6 6 7 8 3 | 1 1 2 3 4 4 5 6 6 7 4 | 1 1 2 2 3 4 4 5 5 6 5 | 1 1 2 2 3 3 4 4 5 5 6 | 0 1 1 2 2 2 3 3 4 4 7 | 0 1 1 1 2 2 2 2 3 3 8 | 0 0 1 1 1 1 1 2 2 2 9 | 0 0 0 0 1 1 1 1 1 1 Example: Orc with S4 attack dwarf with T7. Roll 1d6 gives 3. In normal way number of damage is S+1d6-T=4+3-7=0. In my method : SA=S+1d6 is 7, T is < 10 then solve 10-T (point 3 above) is 3. Then SA*(10-T) is 7*3=21, /10 = 2.1 , round fraction gives 2 (or look on table SA 7, T 7 - gives 2). Dwarf has 2 points of damage. Another example: Dwarf (S 5) attack orc (T 3). Roll 1d6 gives 4. In normal method number of damage is 5+4-3=6. In my method SA=9, 10-T=7, 9*7=63 , 63/10=6.3 round off gives 6 (use table gives that same). In first example was resolve syndrome of too higher toughness, in second - compatybility of damage numbers with normal method for person with 'normal' T (that is T below 5). ------------------------------------------------------------------------------ maciej s. afanasjew sergiej@gumbeers.elka.pg.gda.pl ------------------------------------------------------------------------------