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> Hoping for some maths help-, Got something houseruled, and now things don't quite add up...
TeChameleon
post May 19 2012, 07:28 PM
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So- was hoping the Dumpshockers could help me.

Short form, my GM decided (maybe after a bit of whining on my part >.>) that the effects of Shock Gloves as described in RAW really didn't make a lot of sense. Somehow, the effects of my huge Trollish PhysAd punching someone magically disappeared when he hit someone with the Shock Gloves active? When the description clearly says that they're activated by, well, punching someone? Uh...

So, he houseruled that the Shock Gloves simply added their damage to the punch. This will probably have unforeseen consequences down the road (it always does. Murphy is alive and well in 2070, and does not take kindly to being taunted. Or at least gets far too much amusement out of it), but for the moment, I'm happy with it.

Only difficulty is, we're still kind of struggling with how to apply the damage, exactly. Slightly less than half my damage (5/11s) ignores half armour. Thus far he simply ruled that the damage is applied separately, re-using the net hits from my initial Unarmed roll and doing two damage resistance tests (so if I got five net hits, then the punch would do 11P/S depending on whether I decided to use Killing Hands or not, and then 10S(e) for the Shock Gloves, minus whatever hits were rolled on the opposing test).

I'm pretty sure this is breaking something rather badly and giving me an unfair advantage, and, more importantly (especially as this is a trial run for the system for my gaming group), it's bogging down the game pretty badly, especially since my character is the only one to get multiple initiative passes.

Can any of the math geeks out there sort out how to streamline the '5/11s of your damage bypasses half armour' into a single roll while keeping it mathematically consistent?

Thanks in advance- TeChameleon out.
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