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The hard thing about BRP though is that because it has hit points, there is a numerical rating that must be reached to kill a character, and a weapon that doesn't hit that rating just can't kill with one shot. Realistically, killing someone with a .25 or .32 caliber pistol with one shot is very very rare, but remotely possible. That isn't always the case in a game though. Quote:
I think I'll work on a "eventually fatal" type of result for the Western Spot rules. I might as well, I've got a 14 page price list, 6 weapons lists, bestiary, professions, new skills, a alternate rule for toxins ('cuz its more fun to have you buddy rush you back 20 miles to town to see the Doc then it is to have someone drop dead on the spot). If I did a chapter on history, notable personalities, and geography I could go for a entire supplment. Quote:
One thing that I liked about Timelords and CORPS was that a character could take a hit that might kill then in a couple of hours, but would be okay if it were treated. Something like that might not be a bad solution for some of us with BRP. It would be a potentially fatal wound so the lethality and danger factor is still there there, but can be treated, so the PC survivability factor is still acceptable. Even a really simple would deterioration idea like: Damage from one hit <=1/4hp= loose 1 hp/day " " >1/4hp=1hp/hour " " >1/2hp=1hp/min " " >3/4hp=1hp/MR might do it.
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As noted, in RQ a single 8 point hit to the head will kill a lot of characters; in BRP games without either wounding thresholds or hit location, that isn't going to happen except against a very frail character. Amen. That is the tightrope that game designers must walk. Everyone sees the rope in a different spot, too. However, the thing is, I think the damages in BRP thanks to instant kills might be even more deadly than real life. [/quote] That's somewhat my feeling on it. |
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Like I wrote earlier. What I think we might need is some way to aim for increased damage. Something like halving your skill for an impale or maybe for a die shift (D4-D6-D8 etc). Personally, I'd really love a Damage Class/die shift idea, with the STR/SIZ modifer shifting up the die rather than being a separate die, but I doubt that would go over well with others. For firearms though, the ability to aim and bounce up a die by one or even two steps could really make small pistols useful in expert hands. It might much up armor though. While I could see carefully aiming a .25 Beretta to avoid the kevlar vest, I can't see carefully aiming it to avoid the the 12 AP steel bulkhead that otherwise would have stopped the bullet cold. Come to think of it a die shift for range might be a good solution. Kick up the damage die at point-blank and drop if at long range. That might help all around. A pistol round at 2m has a lot more energy that it does at 200m. That would also get the 1D6 pistols up to the much more lethal 1D8 range that can kill 99% of the humans in the game. Quote:
1) shifting up the die a step at Point Blank (DEX) range. So a 1D6 pistol does 1D8, a 1D10 pistol does 2D6, and so forth. The we could drop the damage die at longer ranges. So a .32APC with a 15m base range would do 1D4 at 60m, and 1D2 at 120m. 2) Allow a character to take an aimed shot at half ability, but bump up any success by one grade. So if a character with a 60% pistol skill did a called shot, he would shoot at 30% but get an impale if he hit, and have a 6% critical chance. I think I'll put those in the next draft of the Western "spot rules". Could make a pocket pistol kinda useful.
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Fate points allow a character to avoid deleterious effects, but not completely. Just saying.
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"Men of broader intellect know that there is no sharp distinction betwixt the real and the unreal..." - H.P. Lovecraft |
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![]() SGL. |
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I doubt anyone would pay for a 64page price list. 64 pages of weapon stats.... The Gatling gun gets a couple of pages, the 6 and 12 pounder cannon, then the pistols rifles, shotguns, and muskets. Yeah, enough for 64 pages. The critter book.... Might have a whole series here.
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