Natural weapon damage relative to size
Posted: Mon Feb 25, 2013 9:26 am
Hi all. Like some other people on the boards it always annoyed me a bit that claw and teeth damages end up looking a bit incongruous when you alter the size level of your character. One of my players rolled up a size level two elephant with tusks that do 5D6 damage. While my size level fourteen pheasant has a beak that only does 1D4 damage. Just doesn’t seem right.
The standard response – that the P.S. bonuses and minuses for size levels cover this – is not sufficient in my opinion. The changes to P.S. occur anyway when just using fists – the extra strength doesn’t factor in the fact that the claws will be bigger on a bigger animal. I don’t think that anyone is suggesting that if I make a size level ten mouse that the claws will remain only a millimetre or two long as on a normal mouse. And besides, P.S. bonus is not added to bite attacks, so that argument falls short when talking about teeth and beaks.
With that in mind, I have come up with an optional idea that involves altering natural weapon damages based on size level. I have divided up the size levels into five ranges.
Size level ranges:
Tiny – 1-2
Small – 3-6
Medium – 7-12
Large – 13-16
Giant – 17-20
Please see the tables below. To find out which table you need to refer to, just look at the normal damage of the natural weapons purchased and assume that to be the damage at size level ten. You can then refer to the relevant table to see if there are any changes at your final size level.
e.g. I roll up an alligator and pay 5 Bio-E for 2D4 damage teeth. Looking at the tables below I can see that 2D4 damage leads me to table 3. My final build leaves me at size level eight; therefore the teeth damage remains unchanged at 2D4. Should I choose to shrink down to level six to gain further Bio-E my bite damage would be reduced to 1D6. If I spend Bio-E to grow to, say, size level fourteen, the damage would increase to 2D6.
For the sake of completeness, I have included pretty much all damage roll possibilities in the tables below, including a couple that are relevant only to the old supplements or Rifter articles. I included some examples for reference:
Table 1.
Standard damage: 1D4
Fists, small claws or talons, small teeth or beak.
1-2: 1 point
3-6: 1D4
7-12: 1D4
13-16: 1D6
17-20: 1D8
Table 2.
Standard damage: 1D6
Badger teeth, duck bill, parrot beak, wolf running claws.
1-2: 2 points
3-6: 1D4
7-12: 1D6
13-16: 2D4
17-20: 2D6
Table 3.
Standard damage: 1D8 or 2D4
Badger claws, large beak, fox teeth, deer hooves, goat horns, small tusks.
1-2: 1D4
3-6: 1D6
7-12: 1D8/2D4
13-16: 2D6
17-20: 2D8
Table 4.
Standard damage: 1D10
Anteater claws, kangaroo claws, komodo teeth, single rhino horn
1-2: 1D4
3-6: 1D8
7-12: 1D10
13-16: 1D12
17-20: 2D8
Table 5.
Standard damage: 2D6
Heavy bear claws, cougar claws, beaver gnawing teeth, raptor talons, horse hooves, moose antlers.
1-2: 1D4
3-6: 2D4
7-12: 2D6
13-16: 2D8
17-20: 3D6
Table 6.
Standard damage: 3D4
Small raptor beak.
1-2: 1D4
3-6: 2D4
7-12: 3D4
13-16: 4D4
17-20: 5D4
Table 7.
Standard damage: 2D8
Rhino horns, Wildebeest hooves, yak hooves.
1-2: 1D6
3-6: 2D6
7-12: 2D8
13-16: 3D6
17-20: 4D6
Table 8.
Standard damage: 3D6
Large lion claws or teeth, eagle beak or talons, crocodile teeth, bull horns.
1-2: 1D6
3-6: 2D6
7-12: 3D6
13-16: 4D6
17-20: 5D6
Table 9.
Standard damage: 4D6
Shark teeth.
1-2: 2D4
3-6: 3D6
7-12: 4D6
13-16: 5D6
17-20: 6D6
Table 10.
Standard damage: 5D6
Elephant tusks.
1-2: 2D6
3-6: 4D6
7-12: 5D6
13-16: 6D6
17-20: 1D4x10
Note: if the normal damage listed includes a bonus to the damage roll (e.g. a wolf’s bite may do 1D8+2 or 2D6+4 damage), then that bonus should be added to the dice roll regardless of size level. E.g. the wolf gets running claws doing 1D6+1 damage. So the player should refer to table 2 as normal for any natural weapon that does 1D6 damage. If he ends up at size level ten, the claws will do 1D6+1 damage; at size level 5 they would do 1D4+1 damage; at size level 13 they would to 2D4+1 damage, and so on.)
Opinions? Useful? Totally unnecessary? Interesting but perhaps you would choose different ranges/damages? Please let me know.
The standard response – that the P.S. bonuses and minuses for size levels cover this – is not sufficient in my opinion. The changes to P.S. occur anyway when just using fists – the extra strength doesn’t factor in the fact that the claws will be bigger on a bigger animal. I don’t think that anyone is suggesting that if I make a size level ten mouse that the claws will remain only a millimetre or two long as on a normal mouse. And besides, P.S. bonus is not added to bite attacks, so that argument falls short when talking about teeth and beaks.
With that in mind, I have come up with an optional idea that involves altering natural weapon damages based on size level. I have divided up the size levels into five ranges.
Size level ranges:
Tiny – 1-2
Small – 3-6
Medium – 7-12
Large – 13-16
Giant – 17-20
Please see the tables below. To find out which table you need to refer to, just look at the normal damage of the natural weapons purchased and assume that to be the damage at size level ten. You can then refer to the relevant table to see if there are any changes at your final size level.
e.g. I roll up an alligator and pay 5 Bio-E for 2D4 damage teeth. Looking at the tables below I can see that 2D4 damage leads me to table 3. My final build leaves me at size level eight; therefore the teeth damage remains unchanged at 2D4. Should I choose to shrink down to level six to gain further Bio-E my bite damage would be reduced to 1D6. If I spend Bio-E to grow to, say, size level fourteen, the damage would increase to 2D6.
For the sake of completeness, I have included pretty much all damage roll possibilities in the tables below, including a couple that are relevant only to the old supplements or Rifter articles. I included some examples for reference:
Table 1.
Standard damage: 1D4
Fists, small claws or talons, small teeth or beak.
1-2: 1 point
3-6: 1D4
7-12: 1D4
13-16: 1D6
17-20: 1D8
Table 2.
Standard damage: 1D6
Badger teeth, duck bill, parrot beak, wolf running claws.
1-2: 2 points
3-6: 1D4
7-12: 1D6
13-16: 2D4
17-20: 2D6
Table 3.
Standard damage: 1D8 or 2D4
Badger claws, large beak, fox teeth, deer hooves, goat horns, small tusks.
1-2: 1D4
3-6: 1D6
7-12: 1D8/2D4
13-16: 2D6
17-20: 2D8
Table 4.
Standard damage: 1D10
Anteater claws, kangaroo claws, komodo teeth, single rhino horn
1-2: 1D4
3-6: 1D8
7-12: 1D10
13-16: 1D12
17-20: 2D8
Table 5.
Standard damage: 2D6
Heavy bear claws, cougar claws, beaver gnawing teeth, raptor talons, horse hooves, moose antlers.
1-2: 1D4
3-6: 2D4
7-12: 2D6
13-16: 2D8
17-20: 3D6
Table 6.
Standard damage: 3D4
Small raptor beak.
1-2: 1D4
3-6: 2D4
7-12: 3D4
13-16: 4D4
17-20: 5D4
Table 7.
Standard damage: 2D8
Rhino horns, Wildebeest hooves, yak hooves.
1-2: 1D6
3-6: 2D6
7-12: 2D8
13-16: 3D6
17-20: 4D6
Table 8.
Standard damage: 3D6
Large lion claws or teeth, eagle beak or talons, crocodile teeth, bull horns.
1-2: 1D6
3-6: 2D6
7-12: 3D6
13-16: 4D6
17-20: 5D6
Table 9.
Standard damage: 4D6
Shark teeth.
1-2: 2D4
3-6: 3D6
7-12: 4D6
13-16: 5D6
17-20: 6D6
Table 10.
Standard damage: 5D6
Elephant tusks.
1-2: 2D6
3-6: 4D6
7-12: 5D6
13-16: 6D6
17-20: 1D4x10
Note: if the normal damage listed includes a bonus to the damage roll (e.g. a wolf’s bite may do 1D8+2 or 2D6+4 damage), then that bonus should be added to the dice roll regardless of size level. E.g. the wolf gets running claws doing 1D6+1 damage. So the player should refer to table 2 as normal for any natural weapon that does 1D6 damage. If he ends up at size level ten, the claws will do 1D6+1 damage; at size level 5 they would do 1D4+1 damage; at size level 13 they would to 2D4+1 damage, and so on.)
Opinions? Useful? Totally unnecessary? Interesting but perhaps you would choose different ranges/damages? Please let me know.