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Example: Let's say you've got ballistic armor that stop 9 points, the max damage for a D8+1 handgun. If the weapon impales, it does 2d8+2--but it also gets a much flatter output because of the two die curve. Sure, under occasional results you can get as much as 18 points, but that's one in 64 results for something that only occurs one in 5 hits. Given the necessary coarseness of damage, that doesn't seem unreasonable to me (and I'd be very suprised if it doesn't mirror occasional top end results under those circumstances). The _average_ result will be about two points of damage, which easily lands in the "heavy bruising" category to me. Quote:
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1. We don't really know the likelyhood of that occuring in real life, because what damage points really mean in practice is vague. 2. My own opinion is that almost any game system simple to use is going to, in some circumstances, either understate or overstate damage. Quote:
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By your argument, how can we assign damage rating to weapons, or AP to armor? Really. The whole point of 'damage" ratings is that they reflect a relative ability of weapons to inflict injury. The problem with the impale rule is that it doubles not only the ability of a weapon to inflict a more serious injury, but to bypass defenses as well. In the real world, a certain thickness of materal will stop a bullet. WIth the impale rule, 1 in 5 hits will have about twice the penetrating power in terms of damage points. In game terms that means that pistol fire can penetrate APCs, as the damage scale is compresssed enough that the doubling for impale is greater than the difference by round. For instance, an implaling .45 round at 2d10+4,about the same as an elephant gun! (3D6+4). What we do know in real life is that certain armors will protect against certain rounds (barring defects, hitting a uncovered area, and the other uncontrolled factors that help account for cortical hits). A .32 is not going to get through a Class II vest. Nor will emptying the clip into a foe wearing such a vest inflict enough blunt trauma to kill them. With the implae rules, you got a good chance of killing the guy. That's why armor first makes sense. 2. Perhaps. But by how much? The 5th edition CoC firearm values are poor numbers. Chasoium has used different values in the past, and they did a better job. Quote:
Toss hit locations into the equation and many more problems disappear, too. With hit locations a single shot from any way has a chance to incapacitate a foe. Quote:
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![]() Probably mine too. Like I wrote earlier, CORPS has hit locations for vehicles and a damage system that can be equated toBRP fairly easily. Use Timelords/CORPS based damage rating would fix a lot of the CoC problems, too, or at least reduce them. |
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Arguably, armor expected to be proofed against real bullets should be set slightly _higher_ than their expected maximum prior to impale, but I still think you're understimating the real harm kinetic transfer, even spread out, can do. Quote:
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[/ quote] And, lots of fuel.... ![]() [/quote] Well, yeah, but getting a fuel leak can quickly become a problem in and of itself. Its not like empty cargo space. Quote:
Last edited by Nightshade; December 1st, 2007 at 20:40. |
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Here are some suggestions for the wiki.
-I didn't see a move rate for spaceships other that FTL. What is the cost for sublight speeds? How about 1 pt per .05c? -Maybe we could then reduce the cost for FTL travel to 10+4 per additional FTL. -As written, faster aircraft bet a bonus to dogfighting. This is just wrong. Generally speaking faster craft are at a disadvantage, since dogfighting depends on the ability to turn, and that increases in proportion to the square of velocity. In other words, all things being equal a plane moving twice as past will take four times as long to turn. Also with a +10 per 10% an 100mph difference will throw the fight. -How about the speed difference applies as a bonus to chase/flee actions, but we let vehicles buy an new ability :Maneuverability. -Each Point of Maneuverability costs the same as the vehicles Base Kinetic Dice/BRP cost. -No vehicle can have a higher maneuverability that it's total hit points (otherwise the stress would rip the vehicle apart). Due to contact with the ground or water, ground and sea vehciles have a fairly low maneuverability limit: Ground vehicles:20-BRP cost. Ships are limited to 18-BRP Submaraines are limited to 15-BRP Locomotives (your kidding right?) -For dogfighting, compare you maneuverability to you current speed (in MPH) If Maneuverability is higher than Speed you get a +10% bonus. If Maneuverability is 1.5 times Speed you get a +15% bonus. If Maneuverability is 2x Speed you get a +20% bonus. etc. to a max. of 5x Speed= +50% If Speed is higher you get the corresponding penalty. -Even numbered Vehicles. All the values for Base Kinetic Damage/BP Cost are odd. How about allowing people to upgrade or downgrade a vehicle by 1 step, spending or saving s point. That way not all cars will have the same Hit Points. -200 mph tanks? As written it doesn;t matter how big or massive your vehicle is when you buy speed dice. So it is just as easy to get a tank up to 200 mph as a airplane. -How about we change it to 1 point gives you 30MPH, divide by the vehicles Base Kinetic Dice? That way it is a lot easier to get a Ferrari up to 180mph than an M1A1 Abrams? -Armored Vehciles How about a vehicle can be armored.. Each BRP point spent on armoring a vehicle adds 2 to its KA. We could limit this to a maximum KA of 10 the BRP cost. So that way tanks could actually be immune to anything short of tanks rounds.
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Hi there!
Good suggestion, perhaps these rule was too generic. Dogfighting is perhap a bad description. In the inter-war the Italien was very impress by the maniability of their biplan and put resource in their developpement. But the less agile monoplan of the allied force has more speed and wiped-out the italian air-force. The German pilot like dogfihting but the messhersmith 262 wa not good in this type of fight and they have to use his superior speed to destroy allied plane. Another names than dogfigthing has to be use for this rules. I am open to sugestion. The intermediary speed for spacecraft was a good one. I was thinking to create equippement cards for vehicule but you are right the rule has not ready yet. carnifex |
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