*edit: fixed a quote tag
KC, I'm getting a sense you have a kind of "a rule in N&S applies everywhere else" take on ARUFF? (that being the parenthesized
always round up for fractions statement on N&S 126 which is part of the
Roll With The Punch section)
If so, page 15 mentions "Lost SDC are regained at a rate of five per hour of rest and relaxation".
This too, must also apply to all other games, because the other games do not explicitly contradict it.
Sure, other games list DAILY amounts of SDC restoration, but they are never mentioned as being mutually exclusive with hourly SDC restoration rates: so taking your approach the only logical thing to do (never being told to discount floating N&S procedure over) would be to combine them: you recover SDC hourly, and then a bonus amount at the end of the day.
Of course, it's worth pointing out that there is no N&S procedure to "always round up for fractions" when you beat a strike roll, the policy is clearly to round up only when you can only beat the DAMAGE roll. This is obvious when you read the example:
Bruno decides to punch Kajo and makes a roll to Strike
His Natural roll is a 3
he gets to add in his Strike bonus of 4
That makes his total Strike roll a 7
..
That doesn't beat Bruno's Strike roll of 7
..
Bruno rolls a puny 1
his +4 to Damage is added in to make the total equal to 4
..
His dice roll is 12, easily better than Bruno's Strike of 5
Kajo only takes half damage
Half of 5 being 3
There is clearly an undetected typo there (1+4=4 should be 1+4=5) but past that point, it is clear that the explanation is completely disconnected from both itself and external rules, and can't be relied upon for any reason. It is an
unreliable source.
The very same paragraph you think proves damage always gets rounded up, ALSO proves that you have to roll better than the damage (5) and not the strike roll (7).
To be consistent you have to take it altogether, not conveniently discount one inconsistent rule while embracing another inconsistent rule immediately adjacent to it
Another place where this example conflicts with the rules is in explaining how rolling with a death blow works.
Pg 126
Successfully rolling with a death blow results in half of all the victim's remaining SDC and hit points
Pg 129
If the roll with punch is successful, then the victim's hit point damage his reduced by half.
This further proves this example is not written reliably or consistently with other materials, and must be discounted as any kind of authority.
It can't even agree with 3 pages later whether succeeding in RWB against a death blow means one of the following
1) 50% of the dice rolled to HP instead of 100% the dice rolled to HP
2) both HP and SDC reduced to 50% regardless of basic damage of Death Blow
We also see that Roll With Blow works differently in subsequent games. Page 65 of HU2 for example, is EITHER half remaining SDC or half remaining HP only if SDC is entirely gone.
Speaking of which: do you consider ARUFF to apply in these cases? If someone has 9 SDC remaining are they left with...
A) 4 SDC (because the loss of 4.5 SDC is effectively 4.5 damage, rounded up to 5 damage)
or...
B) 5 SDC (because the effective remainder of 4.5 SDC is rounded up to 5 SDC)
Killer Cyborg wrote:We have examples of damage being rounded off in canon.
We do NOT have any examples of partial points of damage in canon.
Er, I remember 1 example, not plural.
You've already been over this though: one aspect of a flawed example for 1 system's unique version of a specific technique is not any kind of general ruling.
Outside of that context there are no general rulings, so the RAW thing to do is apply standard mathematical law, which does not involve rounding.
Killer Cyborg wrote:Are you now claiming that .5 is the lowest damage increment, and that .25 isn't an option if somebody, for example, Rolls With Impact for half damage while in the blast radius (half damage) of an explosion?
No: dealing with 0.25 increments is slightly harder (though still pretty easy) and double-halving won't come up as often as single-halving.
I'm getting the impression that you're taking some kind of universal always-round-up stance so that if there was a 1 SDC explosion, no matter how many times it was divided, no matter how low the result, will always round up to inflicting 1 SDC on the target?
For example if there was an explosion and
*they dodged but were in the blast radius (1/2 damage)
*they rolled with impact (1/2 damage)
*they had Impact Resistance (PU1) having taken 20+ damage that round (1/2 damage)
*they have HU2's major Stretching (1/2 damage)
All in all this is 1/16 damage. Do you think the 0.0625 damage they should be taking from that still gets rounded up to 1 point of damage?
Killer Cyborg wrote:Dealing with a world of "there's no point at all trying to use Roll With Blow against 1-damage punches!" is actually harder,
It is not harder to not roll with punch on certain attacks.
It's a lot simpler.
Talking 'bout conceptual difficulty here, not it being less difficult to not apply rules which won't benefit you.
Sort of like how it would be less mechanically difficult to house-rule "you can't parry anymore" because it would speed up combat, but it's conceptually difficult since parrying is a thing we expect to happen.
Killer Cyborg wrote:N&S doesn't have a unique version of Roll With Punch/Fall/Impact.
..
The versions of Roll with Punch/Fall/Impact are the same from game to game; the descriptions for the ability are identical.
The difference is that in some games (N&S, HU2, etc.) there is an additional rule that requires Roll With Punch/Fall/Impact to take an attack, and in other games there is not.
Do you understand the distinction?
What exact quantities of text constitute a "rule" or various aspects of a rule aren't exactly spelled out in the books.
N&S doesn't happen to be one of the books which specifies it costing an attack... in fact as best I can remember all books except N&S specify it costs an attack. Please correct me if I'm wrong about that.
There is of course the potentially-confusing description of Automatic Roll on page 132 which gives some insights:
Normally, a character can only roll with one attack in each melee round action.
With Automatic Roll, the character can roll away from an unlimited number of attacks.
It's possible that might be read as mimicking the cost of 1 attack in other games. I'm actually not sure mechanically how you'd deal with multiple opponents who both punched you in the same turn in other games: could you spend TWO of your upcoming actions to roll with both attacks?
Killer Cyborg wrote:It's akin to how in some games a character starts with 2 attacks more than the base from training, and in some games they don't.
The games where people start with 2 extra attacks do NOT have "a unique version of Attack."
What they have is "different rules about how many attacks people start with."
I don't agree with the comparison: the cost variable of using an ability is basically part of that ability. That's different from defining how much of that cost variable a character has available to them.
For example if I defined a PPE cost for Call Lightning, that's part of the rules for that spell, while the amount of PPE a spellcaster has would be the separate rule.
Killer Cyborg wrote:Ranges are statted out using real-world measurements, and can therefore be assumed to work the way that real-world measurements do unless otherwise specified.
Damage is statted out using made-up in-game measurements, and can therefore only be assume to work in the ways that they are stated to work.
The way it's stated to work is via the mathematical instruction given. Rounding instructions must be present in respect to a proper context. N&S special RWB is not a universal rule.
N&S RWBs are special, and so is that combat example's rulings on RWB as they are inconsistent with how RWB operates elsewhere in the same book.
Another way RWBs operate differently in N&SS is they can be used to change the distance between you and an opponent (pg 128, Combat Range) which isn't how RWB operates in other systems either.
Killer Cyborg wrote:We know from the real world that 1/2 a foot is 6".
We know from the game world that 1/2 of 1 HP is 0.
Firstly, there are MULTIPLE game worlds.
What are you referring to regarding 1/2 of HP being 0 again?
Killer Cyborg wrote:There are two possibilities in that kind of situation.
1. If the partial points of PPE were not originally intended by the writers, but later the writers decided to make a change, then the person assuming that they did not exist would have been correct until the change.
2. If the partial points of PPE were originally intended by the writers, but it was never stated, then the person assuming that they did not exist would have been incorrect.
I think this is potentially a false dichotomy KC. You're talking about "intended" v "not intended", but a lack of intention by writers has never made anything illegal.
There are many creative ways that spells can be used alone or together, for example, and we can't reasonably think that writers had conceived of every single one of them. Here's a different take on your dichotomy:
Killer Cyborg wrote:There's no way to say whether the person was correct or not unless we know whether partial PPE points are a Change or a Clarification.
Either way, until there is in-game demonstration that they exist, the more logical assumption is that they do not.
No, it is more logical that we perform mathematical operations as instructed.
It was never logical to assume PPE was a discrete-only measurement system and that we were expected to know that 1.5 PPE was either 1 PPE or 2 PPE without any kind of instruction.
Killer Cyborg wrote:We are never told to divide 5 by 2.
Saying something "half damage" is an instruction to HALVE the damage, which means to divide it by 2 or multiply it by 0.5 or however it is you want to operate. Either way you get the same result.
Killer Cyborg wrote:We're told that certain attacks inflict half damage, and in N&S we're told to always round up.
N&S 126's ARUFF (let's picture cute puppies to try and remember this acronym) parenthesis doesn't mention damage at all. It mentions "fractions", actually.
So either a universal rule about "fractions" (not fractional damage) exists, or you must acknowledge that we must look outside the parenthesis for CONTEXT as to WHICH fractions.
We know a universal rule about fractions doesn't exist: the 0.5 PPE animal someone mentioned earlier, the Dead Reign zombies who get healed by fractions of 1 PPE being two cases which disprove it.
Due to the necessity of looking outside the brackets: we know it applies in the following situation:
when a defender (such as Kajo) rolls a number (such as 12) which is higher than the amount of damage (such as 5) that an attacker (such as Bruno) rolled
when using Roll With Blow
in Ninjas and Superspies
in a situation which the "Combat Terms" definition of how Roll With Blow works
Killer Cyborg wrote:Rounding IS normal math. They teach it in grade school.
It's incredibly common, to the point of being standard in this kind of case.
It wouldn't be N&S-exclusive in the most error-ridden section in the book if it were standard.
There are also multiple ways to round, rounding to the nearest integer (whole number) is only one way.
Killer Cyborg wrote:Look at any other game, D&D for example.
Do you think that partial points of damage are standard in all RPGs that include half-damage situations, unless specified otherwise?
If so, please spread this argument out among other gaming forums, and see what the consensus is.
Consensus is not universally agreed upon by most intelligent people as the absolute determinant of what is truth, even if the consensus amongst all people happens to be that consensus is the best way.
If you want to look at other game systems, they will specifically tell you when you should be rounding stuff, and which way to do it.
For example, GURPS 4E page 9 mentions "round up for point costs .. round down for character feats and combat results .. special cases are noted explicitly".
"Player's Basic Rules" for D20 say "Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater."
The pattern is that when rounding is desired, rounding is instructed.
ARUFF is an instruction present in an error-ridden section for a unique version of RWB in a particular game, not an omnipresent instruction that applies to all division in all Palladium games.
Killer Cyborg wrote:it's not "in certain isolated situations."
We're specifically told that wen Rolling with Punch/Fall/Impact, to always round up.
That's not a certain isolated situation--it's exactly the situation you're claiming to ask about.
My post is in the general Q&A because I'm asking for all games, that's why I didn't create it in the N&S section.
Furthermore, I reached the character limit on the thread title, you can see in the original post I included the rest of the title: "or anything else which might halve damage"
It is the most important example since 0.5 is exactly halfway between two numbers so we can't take a "round to the nearest" resolve without a special rule on how to deal with exactly-between.
Of course there is a broader curiosity with how to deal with 0.1 and 0.9 too.
Killer Cyborg wrote:you have this theory that Palladium intends for us to ignore their canon rule for rounding up
ARUFF is only a canon rule in the context that it applies when you have to doll above DAMAGE on the d20 when using this
very special ending to the combat example which is inconsistent with both itself and with Combat Terms 3 pages later.
You're not arguing with consistency if you cherrypick which parts of "Kajo and Bruno" examples you want to call canon.
Btw, speaking of that, on pg 119 why at the end did Bruno get a +5 bonus to his extra coma roll? That appears to match the chi Kajo spent healing his HP after dispelling the negative chi, but the description of Chi-Atsu only mentions giving an extra coma roll, not giving a bonus to it... not to mention "extra chance to recover" would logically be interpreted as another 3 rolls (best 2/3) not getting a 4th roll (best 2/4) which would require remembering that you got 1/3 rather than 0/3 earlier.
Killer Cyborg wrote:and also that Palladium intends for us to instead use partial points of damage which they never show anywhere in their game,
and which (as you acknowledge) they themselves NEVER use because it's easier to just round off.
I said it was easier to define baseline damage in integers, I never said that was rounding off.
It's the same reason we tend to see divisors/multipliers in terms of 1,2,3,4,5,10,20,etc. because it's easier math. If we have seen sextuple/septuble damage or divisors of 6/7/9 anywhere, I'm sure it's pretty rare.
Killer Cyborg wrote:Palladium deciding for simplistic base amounts means they intend for fans to know some unwritten intention to rounding numbers up.
a) The rule IS written. It's in N&S.
So you think that Palladium expects players of all their other games to own a copy of an obscure discontinued 1980s book and put faith in the Bruno+Kajo example that is ridden with errors?
Killer Cyborg wrote:b) Yes. Even if the rule wasn't written, then it's clear that Palladium intends for us to only deal in whole numbers when it comes to damage.
IF you doubt me, then ASK THEM.
Personal descriptions of intent by a company or person in 2019 are not necessarily accurate descriptions of those intentions in 1989.
Killer Cyborg wrote:Not as entirely separate games, but rather as separate kinds of distance measurements in Rifts.
It gives different range ratios between different weapons in ImpRifts v MetRifts.
RUE269-wise, you're talking about whether the Wilks 447 has a range 200x longer than the Laser Torch, or a range that is 203⅓x better.
It's a subtle difference but it's there.
Killer Cyborg wrote:The rule need not be explicit in order to be changed.
Okay then: so there is no requirement at all to find text that explicitly tells us not to ARUFF.
Instead: the non-explicit consistent absence of ARUFF instructions outside N&S means that it was changed back.
Killer Cyborg wrote:[quote=me][quote=you]the context here is a demonstration of how the rules for "half damage" work.
My interpretation is more narrowly "how RWB-halved damage works in N&S".[/quote]
Your interpretation is wrong.[/quote]
If you interpret ARUFF to be expansive by taking the approach of ignoring adjacent context, then it wouldn't apply just to "half damage" because it says "all fractions".
If you want to restrict that to damage by looking to adjacent context, then you must accept ALL adjacent context: which goes by these steps:
1. not all fractions, but only fractional damage
2. not all fractional damage, but half damage
3. not all half damage, but damage halved by RWB
4. not all RWB-halved damage, but RWB-halved damage from rolling above damage instead of strike
5. not all RWB-halved damaged rolled above damage, only this when done in the N&S world where SDC replenishes hourly and there are 2 ways to Roll With Death Blow
Why did you choose to stop at step 2 and not steps 1/3/4/5 which were also options?
What are your terms for determining the boundaries of where written context ends?
Killer Cyborg wrote:If you want to read things out of context, applying examples for specific situations as some kind of general rule without instructions to do so, then RUE288's "always round down SDC damage" is more recent and would over-ride N&S.
I don't want to read things out of context.
The context of the N&S passage is specifically Rolling with Punch/Fall/Impact.
The context of rounding down SDC damage to MDC objects is specifically SDC damage to MDC objects.
There is an observable shift between what you said in recently:
A) how the rules for "half damage" work
B) specifically Rolling with Punch/Fall/Impact.
Where technique-specific halving should be considered is with the "Breakfall" technique, which can halve damage on a failure, for example.
Just because RWB-halving means rounding up the damage (in N&SS... when you are in the rules-breaking world of Bruno and Kajo where Rolling With Death Blow works differently and you Roll v damage instead of Roll v strike) wouldn't mean that BF-halving also means rounding down, for example.
If you have moved in the direction of accepting narrower context, it is possible to continue and recognize that this is not merely technique-specific but also game-specific, particularly due to N&S'RWB differing from other games' RWB in other aspects, like the absence of a stated cost per use (although there does seem to be an implied 1-free-use-per-turn in where it differs from Automatic Roll).
Perhaps an argument could be made that RWB costs an action in N&S due to the definition for "Automatic" under combat terms, which in being not costing an action implies that anything it's appended to normally costs an action... but then we are only given Automatic Body Flip and Automatic Dodge in the examples for that... and Automatic Dodge actually does cost the 1st action of the melee, unlike other games... so yeah.