I'd already edited that typo where I put millions instead of billions. Although by definition, they use metric tons, which are 1,000 kg (about 2,200 pounds). And C4 is 1.456 times as powerful as an equivalent weight of TNT (91% RDX, which has an RE factor of 1.6), but I decided to handwave that for the sake of keeping the math quick and simple. Point is, it's off by about eight orders of magnitude, so whoever thought a nuke should do 20d6 was an idiot.
Ah, good to see it done properly. Although with billions of d6 in damage, you're better off giving a flat number in scientific notation.
If we use Saga Edition's logarithmic damage system (double damage = +1 die) instead, then we get slightly different numbers, but still many orders of magnitude off.
Hmm... Going by this, you can neatly model damage falloff as losing two dice each time distance from detonation point doubles. Or have a less-mathy approximation of it by having it lose one damage die every so many feet, which accomplishes the reality after the first two or three range "brackets."
In the particular case of nuclear weapons, their energy yield actually doesn't
quite follow this pattern due to some rather exotic effects involving radiation absorption and heat conduction at those scales. Towards the center, it's
far worse than the normal blast falloffs. Even with normal blast falloffs, the fireball's heating damage messes with the neat geometric falloff by having an area of thermal damage that falls off differently from
I think the heavy crossbow is 1d10. And yes, it had good penetration against medieval armor. But firearms are on a whole other level in that regard. Medieval armor is entirely useless against even a moderate handgun round, except maybe a hollow-point.
...Huh, I was under the impression that the Repeating Crossbows were lower damage than the regular ones, and recalled the Repeating Heavy as 1d10... Fucking Exotic Weapons being shitty for their cost.
The base D20 system, being made specifically for D&D, was pretty shit at handling guns. It's one of the reasons I consider D20 Modern unplayable. Star Wars Saga Edition solved this to a degree by letting people add level bonuses to damage and having feats to do extra dice of damage due to careful aim or double-tapping or burst-firing, which let guns (and weapons in general) do enough damage to stay relevant.
See, the reason why stuff like that is largely absent is because precise attacks are usually modeled by Critical Hits in d20 systems. When they aren't, it's a class feature like Sneak Attack. It's basically never a thing you can just get. Of course, if you have a Called Shot system where you take penalties for added effects or improved damage, then you can just make Critical Hits into post-facto Called Shots, letting you decide that you
actually aimed for a major artery with that attack for a -4 to the roll...
After you've already gotten a roll 6 higher than needed. Makes criticals into something a little less exciting because they offer nothing unique, but also less... boring. And more able to have builds around it because they get attached to a system that can have builds optimized for it.
Agreed. Other RPGs like Shadowrun have an armor-penetration stat for weapons for that exact reason. (Some antivehicle weapons in Saga Edition ignored 10 points of DR due to a similar line of thinking. Others had x2 damage multipliers, but took penalties against human-sized targets so people wouldn't abuse them against non-vehicle targets.)
One of these days I should post a link to the D20 Action homebrew system I've been working on. It includes an AP value for weapons to decide what kind of armor and/or DR they can ignore based on what thickness of RHA they can penetrate in real life, for people who are into that sort of thing.
One of my ideas for making D&D considerably less all or nothing is using a homebrew that intends to models the average of casting spells numerous times. Up to sixty times per round, in fact. The gist of it is that the save DC is actually fixed, but passing the save halves the damage, thenreduces the damage by one more die per point the save passes by.
Translating this to Martial weapons, you get -2 to -4 damage for each point the attack roll fails by, with a total miss if Touch AC is not passed. This automatically makes high damage weapons into armor-piercing, as they have the damage for
something to get through on a too-low attack roll. It also means that Strength can do nothing for attack rolls and instead gives +3 to +5 damage per point, causing under-rolled attacks to deal damage as if the attack roll was larger and making damage go up
significantly faster. A neat -2 per point of failure and +2 per point of Strength
would make it entirely even. And this removes the silliness of super-strong berzerkers(complete bullshit strength, like a +15 modifier) with 8 Dexterity managing to hit someone with 5 more Touch AC than they have BAB on top of having +5 Full Plate
every single time because of Strength increasing Attack rolls. Sure, Dex becomes more of a god stat, but it also means that only Touch AC prevents actually being hit.