Overview of the Fred's Musings on DR rating end proposal:
Third-Gen DR system
- Eliminate SP values in favor of GM/RP imagery as to how much punishment a target can take.
- Retain grade values of the second-gen DR system: this illustrate the armor resilience/weapon penetration strength.
- Use a simpler 15-unit scale, combining the approach with the first-gen system with the variety of the second.
- The benchmark is that an attack of a rating equal to the defense value is potentially lethal (no one designs a rifle to be medium anti-armor and not expect it to do its job: possibly kill a power armor with a well-placed attack).
An attack value weaker or greater than the defense value will get progressively more/less damaging on up to 3 steps, where the damage caused will be minor or devastating. Lesser attacks beyond likely will cause negligible damage whereas greater attacks probably will one-shot kill (i.e.: Medium anti-personnel weaponry [2] on a light armor target [4] will cause minimal damage [attack 2 steps weaker than target's protection] ).
- Range of values:
01 ~ Light Personnel-grade protection/Anti-Personnel weapon
02 ~ Medium Personnel-grade protection/Anti-Personnel weapon
03 ~ Heavy Personnel-grade protection/Anti-Personnel weapon
04 ~ Light Armor-grade protection/Anti-Armor weapon
05 ~ Medium Armor-grade protection/Anti-Armor weapon
06 ~ Heavy Armor-grade protection/Anti-Armor weapon
07 ~ Light Mecha-grade protection/Anti-Mecha weapon
08 ~ Medium Mecha-grade protection/Anti-Mecha weapon
09 ~ Heavy Mecha-grade protection/Anti-Mecha weapon
10 ~ Light Starship-grade protection/Anti-Mecha weapon
11 ~ Medium Starship-grade protection/Anti-Starship weapon
12 ~ Heavy Starship-grade protection/Anti-Starship weapon
13 ~ Light Capital-grade protection/Anti-Starship weapon
14 ~ Medium Capital-grade protection/Anti-Starship weapon
15 ~ Heavy Capital-grade protection/Anti-Starship weapon
Suggested damage handling model was that if a medium armor survives a hit from a medium anti-armor weapon, it is likely compromised and will poorly fare an a repeat attack at the same location. More powerful attacks will tend to penetrate defenses and cause damage beyond them. Weaker attacks will likely gradually ablate/chew through the protection.
Suggested behavior for defenses such as the M6 Daisy's barrier protection is to count as 'temporary armor allowance', with an equal-rating attack 'draining' (halving) the protection, and the next 'depleting' it - weaker attacks drain it slower, larger ones topple it/overwhelm it faster. There's no precise science or math behind it - since that part is mostly handled by the referee.
Temporary defenses can recover equally fast, due to efforts from engineering crew (transferring/boosting power) to a power armored infantry soldier taking cover, taking a breather and allow his barrier to recover.
Wes said:The lowest tier on the starship size guideline chart has a minimum of 30 meters, so that would be the size that a mecha would have to be to get into the SDR scale.
Fred said:I've had a long history of failures (not on this forum) trying to make RPG number crunching systems to structure combat within a freeform roleplay and I've never seen it really succeed.
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