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In the following cases, aim variance is always set to 0. | In the following cases, aim variance is always set to 0. | ||
* Bow and rifle shots using [[Sure Fire]] or [[Beacon Fire]]. | * Bow and rifle shots using [[Sure Fire]] or [[Beacon Fire]]. | ||
* The final shot of a barrel from {{favilink| | * The final shot of a barrel from {{favilink|Ruin of House Isner}}. | ||
Otherwise, the general formula for aim variance is as follows.<ref name="MissileWeaponFireEvent" /> | Otherwise, the general formula for aim variance is as follows.<ref name="MissileWeaponFireEvent" /> | ||
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= Projectile Hit and Damage = | = Projectile Hit and Damage = | ||
{{Missing info|This section needs more info about how the "Hit" mechanics work for missile weapons, and possibly a little cleanup.}} | {{Missing info|This section needs more info about how the "Hit" mechanics work for missile weapons, and possibly a little cleanup. | ||
Also, info on damage calculations is not found in the linked penetration article, as claimed. Rather than adding it there, it might be better to explain the damage calculation here for a ranged weapon & ammo, similar to the example in the [[Melee weapon combat#Damage Rolls|Melee weapon combat]] article.}} | |||
After a projectile actually hits a target - whether or not that was the intended target - regular damage calculations occur. However, there is a -5 DV penalty. If the target has [[Swift Reflexes]], the penalty will not be inflicted. If the creature is immobile, the DV is set to a flat -100. | After a projectile actually hits a target - whether or not that was the intended target - regular damage calculations occur. However, there is a -5 DV penalty. If the target has [[Swift Reflexes]], the penalty will not be inflicted. If the creature is immobile, the DV is set to a flat -100. | ||
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