Based on what I read, I'd consider the change too granular to really matter in the eyes of this DR system. Apparently, it still deals the same kind of lethality to the intended target without leaping to the next class. what would convey the effectiveness of the 20mm round would then be the description of the weapon (hopefully being able to evoke that quality to the reader) as well as how much the roleplayer/GM actually cares about the distinction.
I really don't like making the DR system more complicated
My arguments regarding this DR system representing a discouraging, overly bloated mess of rules also extends to the tech and setting submission side. Do we really want to add a larger difficulty curve to possible new submissions and as a consequence deter people from contributing to the site?
Some of the feedback given by the most recent detractor even happen to be self-contradictory within the same post. It's hard to take constructively when it amounts to "I don't like it and won't use it" and "bring it back to the drawing board, because".
1. It does away with hit points and instead give you a guideline to expect how good a weapon performs. Which in effect seems much more in line with our roleplay by post format.
2. It expands the former 3 categories of Personnel/Armor/Starship to five; Personnel/Armor/Vehicle/Starship/Capital, and this was a request that came around over and over for the previous one. In effect, it is more accurate than the previous one.
Categories are more blurred than before.
An infantryman can use an anti-personnel handgun, use an anti-armor sniper rifle, and use an anti-vehicle rocket launcher.
What you had: The PDR scale (Personnel Damage Rating)
PDR 1
PDR 2
PDR 3
PDR 4
...and PDR 5, which is actually ADR1.
So, the personnel scale really had four distinctions with a fifth 'edge case' that said "with PDR5, you may slightly hurt power armors". And that was your bazookas, your grenades, etcetera.
and now, I'm saying, it's like you have PDR1~3, and on top of that, your infantry weapons can do something credible to power armors and even tanks. Well, actually, you probably were already doing that anyways, but this DR system at least doesn't get in your way, and even tries to cooperate with you.
I don't think subdivising more will actually give you want you want, because you pretty much already have in there what you are already asking, and I don't want to devalue the written description of an article, which is supposed to breathe life into a submission beyond just a numerical value (I want to promote good writing, and well designed submissions too!). You've all made it clear that you don't want something "gamey" and this is far less gamey than what came before. What's there, is there to help a roleplayer or help a GM make a judgment call. I could go on, but Eisthied was already eloquent over the other points.
With this system if you use a weapon of the same class as the target, and aim for a vital area, it will die assuming the GM okays the hit. You no longer need to wonder if a weapon in a class will kill its target. If you can tell me how this is more complicated than wondering whether or not an ADR 5 weapon will scratch/harm/kill a target. I would be happy to read.
Additionally the old system required a weapon to pick its way through SP to manage to get a kill according to the rules as they were presented. Which implies sort of grindy RPG esque combat which doesn't really fit with RP.
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