Subtract the rolled number by their stat. If it is positive, then It's a success. Sometimes I just do a roll for results. Anything above 6 is a success, in increasing effectiveness. 456 are normal fails, three and two are critical fails, so they get injured at three and maimed at two, one is kill in combat, or just complete fail if it's like a room check or something. I do that when I don't want to check stats. Auslier basically passes every speech check, as does sortil with dex
I want you guys to give your weapons some damage stats. Everything has 100 hp, plus five for every toughness point, so go off that. A nine mm pistol would have ten damage- build off that.
Pocket shiv, hardly used. 112/120 hp Like 10 damage, pretty small though. At least it's sharp. That good?
I calculated hp- any numbers under 5 count as negative. For example, 3 is -2, 4 is -1 And the damage is good. Add it to the app
Tyford doesn't really have any weapons, just scalpels I guess? He doesn't normal resort to physical violence.
Give them a magic stat. They will get elemental bonus from the crystal in them. Magic will be damage, mana will be determined from crystal size. Using too much will detonate the crystal
I guess it's now or never to figure out the power of Gallagher's weapons. So his pistol is obviously going to be 10 However for the carbine, The other number to work with is the 16 number that the machine gun gets, what caliber did it use? Is it a 5.56mm, 7.62mm or 12.7mm?
whatever caliber is commonly used by most vehicular guns- but it has a damage reduction due to the element rounds. a normal machine gun, vehicular, would have about 23 damage
A normal vehicular machine gun would be a .30 cal, (7.62mm) or similar. since I'm assuming the carbine would be using the equivalent of a .223 (5.56mm), and it has a fairly short barrel, would something along the lines of 14-15 damage be appropriate?