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Re: (TFT) Doing damasge modernly
Hi,
Agreement, with a few thoughts. The .22 to the chest is generally more
dangerous because it (due to speed) is a penetrative weapon - more
equivalent damagewise to spear than to club. But lots of people have taken
.22s to the torso and lived. The modern weapon I would treat as equivalent
to a light club would be, for example, the rubber "crowd control"
rounds. Which can still kill if you're unlucky. I tend to think of a
high-powered rifle round as equivalent in damage to a charging lance
(6-2). It's a lot lighter but a lot faster. A bazooka will definitely
smear people - but explosives have always changed the equation (see
Petard). As for a minigun, it isn't the power of the rounds, it's the
number. IIRC most models I've seen are using .223 - I wouldn't give that
more than 1+1 damage (keeping in mind that my MARKSMANSHIP talent was like
FENCING for modern weapons - double and triple damage was not uncommon),
but if a dozen or so rounds hit.... I tend to think of it more like
Wizard's Wrath. For a minigun I would probably just roll 3d6 to see how
many rounds hit, then roll the damage. For a Uzi burst, I'd roll d6 for
rounds, then damage. That's where the really killer damage starts. And
that makes flak vests usable since they're not trying to stop 6d6, modern
armor will stop say, 4,5, or 6 hits from EACH round (Fine Plate might stop
2 from each).
Best,
Eric
At 12:36 PM 12/1/2004, you wrote:
Yes. As Eric says, the main difference between most high-tech missile
weapons (bullets and lasers) and low-tech weapons (arrows and swords) is
that it's harder to stop the low-tech weapons with low-tech armor.
Ignoring or greatly lowering (divide by 3 to 5?) damage reduction from
most low-tech armor is a good approach. One exception would be shot gun
pellets (lots of low-penetration projectiles).
If being detailed and realistic, then note that while a battleaxe or a
mace _to_the_head_ are good examples of weapons that can be as lethal as
gunshots, light low-tech weapons like a club, or mace to the shoulder, are
not so deadly in single hits to non-vital areas. However, realistically
speaking, both bullets and light primitive weapons, but I'd say especially
bullets and even more true of light lasers and shotgun bits or grenade
fragments, assuming armor penetration, hit location determines the effect
of the hit, much more than weapon type.
Giving a bullet a higher or lower damage rating depending on whether it is
a .22, a .45, or a shotgun blast, mainly corresponds to shock effect, like
a primitive weapon. The difference though is that a low-shock primitive
weapon (a light club) won't kill on a hit to the chest over the heart or
spine, but a .22 likely will. Similarly, a bullet can graze or hit only
flesh and do very little damage, so I would think damage would have
several dice but minuses rather than plusses, to allow a chance for
low-damage and high damage hits. Or, make it a two-stage process, one for
hit location, the next for damage and effect.
Also, there are weapons which will make soup of lightly-armored people
(miniguns, bazookas, even light cannon).
PvK
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