Also something I didn't bring up about this before:
Normal, magical and Mega-Damage fire do NO damage
"Normal" stuff is just 'damage'. Mega-Damage is abnormal. So we don't normally assume damage to mean mega-damage. MD is not the norm.
Giant2005 wrote:Win.
Wrongly targetted rebuttals are not legitimate victories.
Killer Cyborg wrote:Tor wrote:Killer Cyborg wrote:further argument beyond that point rests on an assumption that Palladium actively intended Fencing to have a MD bonus in Splicers, but NOT in Rifts. And how likely is that, really?
Incredibly likely, since Palladium frequently incorporates different rules for different dimensions, like
*how skilled a mage is at stealing people's PPE
*whether Pyrokinesis and Telekinetic Acceleration Attack are physical or super psionic powers
*whether or not disarm bonuses apply when defending oneself, or whether or not dodge bonuses apply to autododges
*whether or not hand to hand bonuses apply to weapon attacks.
NONE of which are the same as a skill providing a MD bonus or strictly an SDC bonus. Not even close.
Arguing straw here, didn't say they were the same. These are 5 different issues. But they are similar, they fall under an umbrella, in that they are all examples of having different rules in different settings.
You speak as if "Palladium" intended something, when clearly we have every book consistently adding damage and only 1 giving it MD flexibility.
Killer Cyborg wrote:it's not contradicted by the books, only by your personal assumption of what the books mean.
RUE and Robotech do contradict Splicers, they do not include its rule that the damage can be MD when used with MD weapons, which is a required disclaimer.
My assessment is no assumption, it is formed from an understanding of what Palladium has always meant by damage, and that has never been MD unless explicitly stated.
Killer Cyborg wrote:"Damage" can refer to SDC or MDC- that's shown time and time again.
It can refer to fire damage or magic damage too. That doesn't mean I assume those properties to be applicable to any 'damage' when not stated.
Killer Cyborg wrote:Considering what a big deal +1d6 MD is for mundane vibro-blade combat, this is something that the author would've pointed it out, had he the intention in mind.
Random, baseless assumption, founded on nothing in particular.
Flinging your inappropriate adjectives about doesn't make it so. There is nothing baseless/random/unfounded about pointing out that Kevin Siembieda opted to not add MD conversion notes for fencing bonuses as he did for horsemanship.
Killer Cyborg wrote:Palladium is chock-full of "well, it's common sense so we didn't feel the need to spell it out specifically" rules and passages.
You mean like how it's common sense that 'damage' is by default SDC damage? As pointed out with the finger-gun in RMB.
Killer Cyborg wrote:they did that in Splicers, for people who didn't understand the basic concept. Don't make their words futile- listen to them.
Please stop using the plural. Fencing adding MD is Gleba's words, there is no collective Palladium entity. If there was, it would be consistent and include that note in subsequent books like RUE and Robotech, which didn't happen.
KC where is the earliest place you can find that Palladium clarified that the damage bonus from physical strength is not added as MD to MD attacks? Conversion Book 1 maybe? Do you think this means that prior to CB1 that damage bonus from PS became a MD bonus or something?
Killer Cyborg wrote:SB1, 1st printing, 1991. p. 5 Does the PS Damage bonus apply to MDC weapons like the vibro-blade?
Answer: No! PS damage is SDC damage and cannot be applied to mega-damage weapons...
Mkay, close enough. Whether SB1 or CB1, this still means that if it wasn't included in RMB, by your interpretation, PS bonuses would have been applied as MD bonuses, and this later errata CHANGED the rule.
Killer Cyborg wrote:Per 283's penalties, are we to think that people with low PS attributes do less damage with flaming swords and laser swords?
Not if we read the rules, no.
What rule tells you that energy melee weapons do full damage when used with low PS?
Killer Cyborg wrote:You must believe all these absurd things if you interpret "damage" to not mean "sdc damage" by default.
Not at all. You're making things up that have nothing to do with the official rules.
I'm not making anything up. I've pointed out examples where, even in RUE, the book still uses "damage" rather than "SDC damage" or "mega-damage"/"MD"
I have no idea how you have the confidence to accuse me of making things up. Do you want the page number of where to find ectoplasm? I provided it for Hydrokinesis.
You are very conveniently ignoring that since boiling water does "damage", by your unspecified-damage argument, we must assume it can inflict MD as readily as SDC just because it lacks additions to 'damage'.
Killer Cyborg wrote:Notice what that actually says. "Do absolutely no DAMAGE." In that case, it's talking about mega-damage. It's saying that 99 SDC damage doesn't inflict 1 Mega-DAMAGE point. "Damage" is referring to MDC specifically in that case.
Wrong, it isn't talking about MD or SDC, it's talking about the overall concept of damage altogether. Much like how natural 20s double damage.
Killer Cyborg wrote:A weapon might do 100+ "SDC damage" but it still might not do any "damage" to the target (aka MD damage).
A gun might do 1d6 damage but not damage a vampire's HP, not seeing what you're at here.
Killer Cyborg wrote:p35left- "a punch inflicts 1d4 damage" (so what, we're left in limbo to guess what it means? it's SDC)
It IS SDC. Because "damage" refers to SDC as a default... except when it doesn't.
lolwut
SDC damage is "normal" damage, it is always the default.
Killer Cyborg wrote:You can point out this kind of thing, but all I have to do is point out the stuff that I pointed out already, places where "damage" refers to SDC or MD, depending on the source of damage.
You haven't pointed that out, you've pointed out situations where Palladium has included explicit notes about variable SDC/MDC points, notes that are required for that to happen.
Killer Cyborg wrote:Since my point is that "damage" can refer to either, depending on context, your examples don't contradict my claim.
The context of normal unspecified damage is SDC damage, always has been.
Killer Cyborg wrote:Since your claim is that "damage" necessarily refers to SDC ONLY, unless specifically otherwise spelled out, my examples shoot all kinds of swiss-cheese holes in your claim. End of story.
You're telling the wrong story, you're misrepresenting my argument.
Damage does not refer to SDC only. But damage does refer to SDC by default. Meaning that when damage is inflicted or damage is added, that's SDC damage. Obviously when mega-damage is critical it's doubled and when mega-damage is rolled with it's halved. This is different from adding or subtracting "damage". Damage added to mega-damage is not by default "mega" damage. We know this is the case because PS damage can be added as SDC to mega-damage. There is no basis for assuming damage being added to mega takes on the 'mega' property. That is a unique case with unique skills.
Killer Cyborg wrote:It's very clear that without inheriting the "damage = SDC/HP unless otherwise indicated"
Really? Show me how that applies in the examples I listed. Until you can do THAT, you've got absolutely nothing that contradicts my claim. And I've got a lot that contradicts YOUR claim.
Looks like the relevant part of my post was snipped there. The statement I want addressed is:
"without inheriting the ".." concept from preceding games that all of these statements become irrational"
The examples I provided support the idea of SDC being the basic default assumption of 'damage' amount statements.
What you're asking me to address is a red herring KC, you're discussing multipliers and dividers, raw numbers applied to something with an already-established context.
Addition and substraction don't work that way, they are not raw numbers, they have contexts of their own.
You're comparing a*2 or a/2 to a+b, it isn't the same thing. Sometimes b=a but other times it doesn't. When we know that a=100b then there's no reason to think them identical unless they're both 0.
Killer Cyborg wrote:Find me ONE other case where a skill allows a mega-damage bonus in one dimension, and only an SDC bonus in another dimension, where both dimensions are MDC compatible.
Ignoring the obvious "Rifts and Splicers" and "Rifts and RUE" since people like to pretend RMB doesn't exist...
For reference aid for readers, physical skill sections are on page 316 of Rifts (Ultimate) page 268 of Robotech (Shadow) and page 196 of Splicers.
One has already been mentioned: Kick Boxing. This is actually a reverse of the situation. Fencing can do MD in Splicers but not in Robotech or Rifts. Kick Boxing can do MD in Rifts and Robotech, but not in Splicers.
A second example has also already been mentioned: Horsemanship (RUEp310, RSCp273, SplicersPg200, alternatively grouped under "horsemanship skills", "pilot skills" or "transportation skills" categories). Horsemanship charging only adds mega-damage in RUE. In Robotech and Splicers it does not add MD.
"SDC or MD depending on whether the weapon does MD or not" is a unique modifying statement, not a default rule.
If it were a default rule, it would be presented in the basic rules. Rules only mentioned under specific skills only pertain to that specific skill.
If any non-PS 'damage' bonus increased MD rather than merely adding SDC damage to it, this would apply to damage bonuses in all the hand-to-hand tables.
So why have we never seen any special note about that? Why do such notes only occasionally appear circumstantially under certain games' printings of fencing or horsemanship?
The answer: they're unique situations, not an example of a universal rule.
Numerous NPCs can be consulted to demonstrate this as so:
*We know that Hand to Hand Combat bonuses inherently apply when using weapons and stack with WP skills in every dimension outside of N&SS (which only does so with katas)
*Hand to Hand Combat skills eventually provide a bonus to "damage" which is not based on physical strength
*Some NPCs are a high enough level to get such a 'damage' (not "SDC damage') bonus from their hand to hand skill
*These are never presented as being MD bonuses, correct me if I'm wrong KC.
Why, if "+damage" situationally meant "+MD" when using a MD attack, would we not see this in any NPC's damages notes?
If PS damage bonuses are always SDC and all other damage bonuses are potentially MD, they would always be listed separately in MDC settings.
Killer Cyborg wrote:It applies when explicitly stated as doing so. Like it does in Splicers and like it does in SOME versions of horsemanship. When a disclaimer like the one in parenthesis next to horsemanship on page 311 is absent, the damage bonus is not MD.
Seriously?
Yup, individual skills should not be mined for phrases that are clearly meant to apply to them and used to hypothesize some kind if megaversal ruling. If "damage is MD when added to MD" were a rule, it would be printed in the main rules, not hidden in some skill statement that's presented as applying to only that skill. Nor hidden in only one book, that's presented as applying to only that book.
Palladium has clearly explained the basic concept of damage to us, and occasionally allows MD bonuses to be added, there has never been any overall rule converting damage bonuses into MD bonuses though.
Killer Cyborg wrote:I have never argued that Mega-damage is not a form of damage, just that 'damage' without added clarification, when discussing static amounts, means SDC damage unless otherwise indicated.
And in the cases that I listed, it is made clear that you are incorrect.
Every case I recall you bringing up, I have presented counter-arguments to which I don't believe have been addressed. This gets a bit nonspecific, I don't expect you to re-write your whole discussion but if we could reference in shorthand (ie if you are referring back to a particular skill, natural 20s, RWI, etc.) this would be helpful.
Killer Cyborg wrote:Killer Cyborg wrote:Obviously, "damage" sometimes refers to MD attacks, even when it's not spelled out specifically and explicitly.
When discussing multiplying, yes.
Moving the goalposts.
I wish I could put words to the clear problem with your logic, I lack the vocabulary to summarize it with a distinct word, I am not intensely familiar with the specific names of fallacies, so I need to go about it in-depth with examples of why this form of thinking is in error.
What you are proposing is basically that (and correct me if wrong) based on fencing "damage" being an MD bonus in Splicers, and based on (some forms of) horse-charging "damage" being an MD bonus in RUE, that we should consider any +damage (aside from the PS attribute) to take on all the properties of what it is added to.
This isn't how damage-adding works though. The base has specific properties and the added amount has specific properties, and they do not inherently carry over. Someone punching with an energy aura would not consider the aura's damage to be physical, nor the fist's damage to be energy. To use SA2p66 as an example, a Cosmo-Knight would clearly ignore the 3d6+6MD while a Scarecrow would clearly only be hurt by that and ignore the 1d6/2d6MD base of a punch/kick.
Summing damage does always transfer properties, so the nature of damage (making it MD) would not happen as a result of the damage inflicted by an attack as some kind of inherent rule. This is a circumstantial rule applying only to select skills in select settings.
Killer Cyborg wrote:It's an example that proves your rule to be incorrect.
No, it's an exception to default policy. Those happen. Like how Nightbane has low-level rituals.
There might be a valid objection to semantics, one I sometimes make to I think Drew. In which case I should say "default policy" rather than "rule". But damage amounts being SDC unless explicitly made MD is definitely Palladium's default policy. The concept of a damage amount (either a base damage, or a damage amount added together in a sum) is different than the overall super-inclusive concept of damage that applies to damage variants, subgroups like mega-damage, magic damage, fire damage or cold damage.
Killer Cyborg wrote:I'm not arguing "In every case where the term 'damage' is unspecified, it necessarily means 'either MD or SDC depending on the source of damage.'"
Hm... okay... it may be that I have misunderstood your stance and have been strawmanning you in the same way I believe you have me. I guess this happens... in which case, apologies, am going to try and grasp what it is we're disagreeing about then...
Killer Cyborg wrote:I'm just pointing out that the term "damage" doesn't necessarily refer strictly to SDC damage as a default. It depends on context. Do you understand the difference?
I do understand what you mean, in the context of doubling or halving, and maybe some others. I should simplify this, I am referring to "damage" referring by default to SDC damage when something is listed as inflicting (or adding) damage without the context of being labelled "MD" or "mega-damage".
Killer Cyborg wrote:You place FAR too much faith in the consistency of Palladium, in spite of overwhelming evidence to the contrary.
This consideration goes both ways: an assumption is being made that other settings will be consistent with having their fencing operate the way Splicers' does.
Killer Cyborg wrote:If I have a super-ability of an energy aura that adds 1d6 damage to my melee attacks, this does not enhance the amount of silver damage a werebeast takes.
Source?
Hypothetical situation: I am playing Weapon Wendy, a heroine with the PU1 minor ability of Power Weapon.
She is faced with a werewolf, and hits him with a metal crowbar. The werewolf takes no damage.
She puts on her energy aura, the wolf still takes no damage.
She drops the crowbar and catches a silver sword her friend tosses to her and swings it at the wolf, it hits and damages the wolf.
She puts up her energy aura and swings it at the wolf again, the sword hits and damages the wolf...
I think we can agree on that so far. I believe the sword will inflict the same amount of damage, because it is the silver properties of that sword which makes it damage the wolf.
You believe the additional dice from "a nimbus of energy" will enhance the physical silver properties and make the sword more harmful to the werewolf?
This is interesting... I could see it as a source of arguments. It leads me to think more deeply about this power's properties...
Like for example, since it also lets a hero fire an "energy bolt" which has "the empowered weapon's full damage" then "silver damage" is an attribute part of that "full damage" (even if you and I might disagree on how much of the total sum qualifies as 'silver') in which case, could the hero's energy bolt also harm a werewolf even though no actual silver is touching the wolf when firing the bolt?
Killer Cyborg wrote:The 100:1 ratio is a rough estimate. IF you read the rules, you'll note that 1 MD /= 100 SDC.
For the most part it does. The part about rounding down SDC hits against MDC (299 inflicts 2 MD) which is ignorable. The main difference is probably how SDC remainders can be vaped (ie 2 MD destroys 299 SDC) which is more significant.
Although oddly enough, even in Psyscape a Burster was described as doing "1d6 MD (or 1d6x100 SDC)" which, if not representing this as equivalency conversion, actually gave Bursters the option to choose one or the other...
In which case, if I was a Burster assaulting a human with 199 SDC, I would choose 1d6 MD for a confirmed kill. But if I was a Burster battling a Promethean, I would choose the 1d6x100 SDC since it would be far more effective
Killer Cyborg wrote:It's showing that "damage" doesn't always, necessarily default to SDC.
You're talking about the context of what multiplication and division apply to, which is outside the context of what I was talking about, which was damage defaulting to SDC when discussing particular amounts, not modifications to amounts.
Killer Cyborg wrote:Is there a rule somewhere that states, "When dealing with pluses and minuses, the term 'damage' means X, while when dealing with multipliers or dividers, 'damage' means Y"....? No. You're just making up random crap to support your inane premise.
This is a policy understood when one is familiar with the mechanics of the game. No, it isn't explicitly spelled out for us, but it can be discerned through examples, by viewing the system as a whole. PS being one example, the prime source of damage bonuses for players, which is why it gets addressed in SB1. Damage bonuses from HtH came later and were not asked about, so they did not get addressed. I expect people used common sense to assume that other kinds of damage didn't become MD either.
If you are not arguing that HtHcombatTable 'damage' should be potentially MD, then what is the fundamental difference, looking at RUE alone, between the damage bonus in the fencing skill and the damage bonus from the HtHassassin skill? The only clear difference I can see is that one has a version in a completely different game (one Rifts players would not realistically be expected to have) which can add a MD bonus.
Skills sharing a name, just like races sharing a name, do not operate the same way in different settings. Look at the different percentile for the Prowl skill in N&SS vs Rifts for example. If Prowl can operate differently then so can Fencing.
Killer Cyborg wrote:There is a Heroes Unlimited power that subtracts 'damage' from attacks. It does not suddenly subtract mega-damage too.
Source?
The source comes from understanding what 'damage' means and looking at RBC notes.
The 'Impact Resistance' minor power (PU1p31) prevents 'points of physical damage'. This is clearly SDC/HP points, not MD points, it is printed in an MDC setting.
When powers change, when they gain MD-inflicting or MDC protection capability, they are among the powers listed in the conversion book. Powers not listed do not gain those traits. This is why people lament the lack of MDC conversion notes for post-PU2 powers, because it means they canonically remain SDC until we are told otherwise.
'Energy Resistance' did get MD conversion notes, on the other hand, since it was an older power. It was increased from an amount of damage protection to a (higher) amount of (mega) damage protection.
Reading just the points-statement literally, one could interpret this power to have NO EFFECT on SDC energy attacks. After all, it doesn't specify both the way the major Energy Absorbtion does.
Looking as a whole though, they are resistant to ALL energy attacks. So even though it specifies MD point protection, we can reasonably assume that you'd have to total 3 thousand points of energy SDC damage in a melee round to harm someone with this aura.
Killer Cyborg wrote:Dividing or multiplying mega-damage is different from adding or subtracting from it.
Source?
Source: mathematics and common logical sensibility.
If strawberries are default red when discussed, if you have 2 purple strawberries and you order 2 unspecified "strawberries" off the internet, you can reasonable be assumed to end up with 2 purple and 2 red.
But if I take half your strawberries, you end up with 1 purple. If I cast a cloning spell on your berries to double their number, you end up with 4 purple.
Killer Cyborg wrote:the vast majority of Rifts which clearly inherited damage meaning to SDC/HP as default. Mega-damage was a new thing, mega-damage was mega-damage and damage was damage.
Source?
Rifts Main Book, have already cited the various cases, like the finger gun or the PS damage bonuses (not explicitly SDC-only pre-SB1, right?) from the start authors have habitually clarified 'SDC damage' to provide contrast (because capitalized initialisms jump out to the eye better, most likely) but have also inherited "damage" statements from previous games which clearly do not become MD unless explicitly made so.
Killer Cyborg wrote:I'm saying that when MD is not explicitly specified, a damage amount is SDC damage.
That's the same thing that I just said.
So again I must explore if we are actually disagreeing about something.
Perhaps the key disagreement is: I think a setting's skill description trumps that of another setting's skill description when conflicts arise as to what a skill does.
I believe the traits of 1 setting's skill do not transfer to another setting's.
In the case of fencing, look at what Fencing does in TMNT, for example. It doesn't increase damage, it just adds a strike/parry bonus.
That's unique to TMNT, and different kinds of fencing in other books did not over-ride that. Nor did later books inherit that trait.
Killer Cyborg wrote:multiplying/dividing damage, which is tailored to original amounts. Baseline damage or addition/subtraction don't work like that.
Quit making stuff up. Find a source that states that X/ stuff is different from +- stuff, or give up the ghost of your hypothesis.
This is based on mathematics. If base damage is A and bonus damage is O, the sum is A+O. O does not take on the properties of A nor modify it. They are their own amounts. They are their own types, damage of their own nature.
Numbers used to multiply or divide damage do not have their own nature or their own types. Doubling is just doubling, it is a raw number, as is halving. That kind of equation gives you 1 end result, 1 type, because you started with 1 raw amount and its assigned type, not 2.