Rev. Sylvanus wrote:Why not simplify it?
Hoboman wrote:I forgot for a moment what forum I was on like Bonn-o-Tron.
stubby wrote:Skill vs. Skill is good, since high-Skilled units like Heroes and Officers should be more difficult to convert than low-Skilled civilians.
There's an alternate version of this coming up in the 2010 rules, for supernatural conversion units like zombies and werewolves and Dimmies - they use the Fire/Poison rules instead, so victims get "infected" with conversion and it may take a couple of turns for the infection to either convert them or be resisted. In that case the infection is resisted by natural Armor rather than Skill.
The rules section is too long and involved to quote here (which is one of the reasons Skill vs. Skill may be better), but I'll summarize: Fire/Acid/Poison/Conversion/Whatever Damage is counted in d4s rather than d6es. On a successful hit, for every d4 that individually rolls higher than the target's Structure level (unarmored minifigs have Structure level 1/2), the target gains one inch of Fire (or Poison etc.), up to his own Size.
At the beginning of each turn thereafter, for every inch of Fire, the target adds a permanent point of Grinding damage , and then takes 1d4 Fire Damage again on top of that. Any 4s rolled increase the Fire by one inch, while any 1s decrease it by an inch, possibly extinguishing it. If the combination of the Grinding Damage and Fire Damage is enough to exceed the targets Armor, then it's burned down / melted in acid / falls victim to the poison effects / converted / etc.
It's a way more complicated mechanic, but it works across all types and sizes of targets, and gives you that tense couple of turns where you don't know if your buddy is going to turn into a zombie or not.
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