Yup. Because you could receive a 4ADR hit in the back, then another 4ADR hit on the shoulder, then another 4ADR hit on the legIs 80% any different from 8/10?
That's not what we said.People ignoring the DR system seems to solve the problem of people wanting hand weapons to deal damage to power armors.
Zack, look at the broader issue. You get a GM whom runs his own thing, and you get this newcomer whom comes in, wants to purchase his own weapon, is inwardly giddy at the idea of being able to kick ass in a power armor, and tries to figure out what does what. 4PDR doesn't say much, saying it's a Heavy Anti-Personnel weapon will have him immediately go "Ah, that's going to tear up most groundpounders".I also don't see how this system addresses people ignoring the DR system. If the problem is the DR system being too complex, using a more complex system is just going to make the problem worse.
This system is not as 'clear cut' in damage dealt, but that is because the amount of force needed to kill someone by hitting their foot and kill them by hitting their head exponentially different. If you're putting an HP bar on a free form RP that's just bad.50% + 50% =100% would have been simpler.
As it is the suggested system is more vague not less. A possibly fatal wound is far more vague than running out of hit points. One is a description that people will argue over. The other is a mechanic that is the basis for a lot of games.
If the suggested system could be explained in less text, or had fewer moving parts then I think you could make the case for it being less complex.
Let me know if that makes sense to you. If so, then we're at least both on board on the same idea, but perhaps not on the execution.You get a GM whom runs his own thing, and you get this newcomer whom comes in, wants to purchase his own weapon, is inwardly giddy at the idea of being able to kick ass in a power armor, and tries to figure out what does what.Saying it's a Heavy Anti-Personnel weapon will have him immediately go "Ah, that's going to tear up most groundpounders".
If the GM that did his own thing already treats in his head the weaponry in a fashion the wiki article says, then he and the roleplayer both end up on the same page. This is a good thing. It's how it was supposed to be from the very beginning.
The rest of the DR revision really addresses other questions like, "okay, so, what if I don't hit a person with my Heavy Anti-Personnel weapon? What happens?" We present that the wider the margin, the less lethality involved, and give him an idea.
Then we present the idea of barrier shielding, and how its a protective buffer/handy GM plotshield, but that it doesn't really distinguish between location aimed/struck. Then I recommend that it count for about two possibly fatal hits before dropping and needing recharge.
For the Daisy, it could go from:
3 lower | Light Damage | Nicks and scrapes over armor surface
2 lower | Moderate Damage | Pockmarks and gouges on armor surface
1 lower | Heavy Damage | Armor surface twisted, torn or cratered nearly through
Equal | Lethal | Possibly fatal on precise penetration of chest/helmet
1 higher | Quite Lethal | Broader region such as face and chest affected can be fatal
2 higher | Very Lethal | Limbloss/beheaded, nonsurvivable damage to torso
3 higher | Assuredly Lethal | If hit centermass, destruction of the entire suit
For the Plumeria
3 lower | Light Damage | Nicks and scrapes over armor surface
2 lower | Moderate Damage | Pockmarks and gouges on armor surface
1 lower | Heavy Damage | Armor surface twisted, torn or cratered nearly through
Equal | Lethal | Hull breach, possible loss of function on vital system may cripple the ship
1 higher | Quite Lethal | Compartment-wide damage, wide sections open to space
2 higher | Very Lethal | Loss of major structural component such as main gun and pylons
3 higher | Assuredly Lethal | If hit centermass, destruction of the entire ship
For unprotected people:
Equal | Lethal | partial penetration, major burns, wounding, possible fatal wounds.
1 higher | Quite Lethal | reliable complete penetration, gaping wounds.
2 higher | Very Lethal | Severing limbs, eviscerating torsos, massive traumatic injuries.
3 higher | Assuredly Lethal | Incineration via energy weapon, explosive separation of body parts via projectile trauma
Underlining is mine. Basically, I've always considered durandium as somesort of futuristic supermaterial; maybe not the one that was the most optimal protection-wise, but its low-weight-to-mass ratio was its big quality (making it prefered with the Mindy II because it let it better be able to employ teleportation technology without losing too much protection - it wasn't as bad as the stealth materials or more mundane materials)Durandium is a lightweight metallic alloy created from commonly available elements including large amounts of processed aluminum and a significant quantity of synthetic carbon nanotubes.
The relative toughness, cheapness, and availability of Durandium have made it one of the universe's most favored material for building vehicle frames and light starship armor. It is fairly easy for technologically-apt nations to produce large quantities of the material. Once created by a processing plant, Durandium is molded into sheets or blocks. Factories press the sheets or melt or the blocks into the desired shapes. There is also a transparent variant.
@DocTomoe You don't really mind that due to the increase from 3 to 5 items, that some weapons will be cutoff from affected previously feasible targets.
We use cookies and similar technologies for the following purposes:
Do you accept cookies and these technologies?
We use cookies and similar technologies for the following purposes:
Do you accept cookies and these technologies?