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- Default matchlock Pistol stats: reload 4, range 50m, strength 9. Special (explodes)
- Default pistol shot stats: 60 damage
- Assuming 100 difference in unmodified attack/defense every attack every round, and
- Assuming starts round fully loaded (1 shot), and
- Assuming no armour on target, and
- Assuming 1 attack/round of combat, and
- Assuming 5 rounds of combat...
- 140 damage
- Assuming 100 difference in unmodified attack/defense every attack every round, and
- Assuming starts round fully loaded (1 shot), and
- Assuming no armour on target, and
- Assuming 1 attack/round of combat, and
- Assuming 10 rounds of combat...
- 210 damage
- ====================================================================================================================
- Two Matchlocks! (Assuming ambidexterity)
- Assuming 100 difference in unmodified attack/defense every attack every round, and
- Assuming starts round fully loaded (1 shot), and
- Assuming no armour on target, and
- Assuming 1 attack/round of combat, and
- Assuming 5 rounds of combat...
- 200 damage
- Assuming 100 difference in unmodified attack/defense every attack every round, and
- Assuming starts round fully loaded (1 shot), and
- Assuming no armour on target, and
- Assuming 1 attack/round of combat, and
- Assuming 10 rounds of combat...
- 270 damage
- ====================================================================================================================
- Default Longbow stats: Reload 1, range 60, strength 7. Special (2handed)
- Default Arrow stats: 40 damage
- Assuming 100 difference in unmodified attack/defense every attack every round, and
- Assuming starts round fully loaded (1 shot), and
- Assuming no armour on target, and
- Assuming 1 attack/round of combat, and
- Assuming 5 rounds of combat...
- 225 damage
- Assuming 100% damage every round, and
- Assuming starts round fully loaded (1 shot), and
- Assuming no armour on target, and
- Assuming 1 attack/round of combat, and
- Assuming 10 rounds of combat...
- 450 damage
- //Matchlock does not hold up damage output over time, even dual wielding
- ==========================================================================================================================
- Version 1 Black Powder Revolver stats: Reload 3 (2 with speed loader), range 50m, strength 5. Special (explodes)
- Default pistol shot stats: 60 damage
- Assuming 100 difference in unmodified attack/defense every attack every round, and
- Assuming starts round fully loaded (6 shots), and
- Assuming no armour on target, and
- Assuming 1 attack/round of combat, and
- Assuming 5 rounds of combat...
- 300 Damage
- //unsuitable, damage output too high
- Version 2 BPR stats: Reload 3 (2 with speed loader), range 50m, str 5, special (explodes) (recoil, additional -20 on multiple attacks/round)
- Modified Pistol Shot stats: 30 damage
- Assuming 100 difference in unmodified attack/defense every attack every round, and
- Assuming starts round fully loaded (6 shots), and
- Assuming no armour on target, and
- Assuming 1 attack/round of combat, and
- Assuming 5 rounds of combat...
- 150 Damage
- //not a fan of this for some reason. Just don't like it.
- ==============================================================================================================================
- //Suggested ruleset
- Version 3 BRP stats: Reload 3 (2 with speed loader), range 40m, str 5, special (explodes)
- -Holds 3 shots as base. Increase shots held by 1 for every +5, decrease by 1 for every -5. Maximum of +25 means 8 shots in chamber. Mathing assumes +0 weapon.
- Modified Pistol Shot Stats: 30/40/50 damage (two examples)
- Assuming 100 difference in unmodified attack/defense every attack every round, and
- Assuming starts round fully loaded (3 shots), and
- Assuming no armour on target, and
- Assuming 1 attack/round of combat, and
- Assuming no Speed Loader, and
- Assuming 5 rounds of combat...
- 90/120/150 damage
- Assuming 100 difference in unmodified attack/defense every attack every round, and
- Assuming starts round fully loaded (3 shots), and
- Assuming no armour on target, and
- Assuming 1 attack/round of combat, and
- Assuming Speed Loader, and
- Assuming 5 rounds of combat...
- 120/160/200 damage
- Assuming 100 difference in unmodified attack/defense every attack every round, and
- Assuming starts round fully loaded (3 shots), and
- Assuming no armour on target, and
- Assuming 1 attack/round of combat, and
- Assuming no Speed Loader, and
- Assuming 10 rounds of combat...
- 180/240/300 damage
- Assuming 100 difference in unmodified attack/defense every attack every round, and
- Assuming starts round fully loaded (3 shots), and
- Assuming no armour on target, and
- Assuming 1 attack/round of combat, and
- Assuming Speed Loader, and
- Assuming 10 rounds of combat...
- 240/320/400 damage
- //Suggestion: Use sub-50 damage. It will start off lower than bow, but should pull ahead as better pistols are obtained and more shots can be fired without reloading. 40 seems to be a good spot for a two-handed weapon like a rifle, 30 might be ideal for a weapon meant to be wielded in tandem with another, perhaps a sword. Short-barreled pistol (CQC intended) and long-barreled rifle versions may be the solution.
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