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Old October 16th, 2007
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Enpeze Enpeze is offline
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Join Date: Sep 2007
Location: Vienna
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Quote:
Originally Posted by Joseph Paul View Post

[color=black][size=3][font=Times New Roman]Let me state this again: It is not just a problem that with one or two firearms being modeled poorly. The problem is that there is no basis, no system, no math for that modeling.
I agree that there is probably no math formula behind the weapon damage. But this is not important, because the whole BRP damage system with hitpoints, major would level and locations is probably not modeled after a mathematical formula.

But who cares? I dont. I think that the important thing is that it works. And not counting some already adressed odd weapon damage values it works in very simple and satisfying way. It produces most of the time gritty and realistic effects, so why should I care about math formulas? This is not Gurps where formulas seem to be standard.

Quote:
Originally Posted by Joseph Paul View Post
That means that every new firearm’s stats are based on the subjective conjecture and anecdotes that the designer believes at the moment. With that as a design philosophy it will be hard to keep any continuity between future setings. Two different authors may very well give very different stats for the same weapon or give poorer stats for a weapon that should, and in the RW does, outperform others.
Yes and no. Yes for the (proven) fact that weapons in different BRP games had regularly different damage values the last 20 years. And yes for the lack of continuity in these older games.
No for your idea that there will not be a continuity between future settings. IMO the release of the new DBRP will be displaying the new standards (in damage values too) and I dont think many setting books in the future will deviate from them without a good reason if they want to carry the label DBRP.


Quote:
Originally Posted by Joseph Paul View Post
Why do those weapons have those values and not other values? Enpeze, would you please show how the damage values are “perfectly integrated into the rest of the hit points system”? Just because it fits the designers need to limit the power available to the players doesn’t mean that it is actually is integrated i.e. the values for damage flowing from the game’s design principles.
Well the integration i mentioned derives from the above described play feeling and the very good balance between amount of hitpoints, damage effects and damage values. It feels correct and realistic most of the time. I am sure you have the same experience with BRP combat so I must not explain it further.
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