Quote:
Originally Posted by Jason Durall
If you're using the FP rules as normal, on average a character will have 20ish FP. If struck by a character with no damage bonus, they can take around 20 punches to be knocked out (assuming a roll of 2 on 1d3), but then, they'll also have taken 10 HP in damage, which should be enough to put them out cold as well. Against someone with a 1d4 damage bonus, you're looking at an average of them taking 2 HP and 2-3 FP per round, making for a much shorter fight, but simulating more of both the reality of trying to punch someone out cold, as well as cinematic unarmed combat.
I think it's double-dipping.
A character's SIZ is already helping with a damage bonus, and in all likelihood, a character with high STR+SIZ is also going to have a higher number of HP than average. The damage bonus is a tremendous edge over a character without one, and I think it's just too unbalancing to make it also add armor protection (especially considering how low most armor protection values already are).
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Real life is also unbalanced. Its really hard even for a martial artist to take out muscular, trained guys and this finds not enough reflection in the BRP rules. And to counter this I came up with this idea. Its not a real armor protection. I would rather call it absorption, because its only against unarmed combat and similar damage and not against normal weapon damage. With subtracting the targets damage bonus from your unarmed damage roll I think it is dealing with the problem. It can also be applied if you like to hit an animal with your hands or feet.
Eg you kick a bear in BRP (Cthulhu now rules) and martial arts. You are trained and have +1d4 damage bonus. So you have 2d6+1d4 damage, an average of 9,5, The hide of a bear absorbs just 2 points I guess)
This means in average a damage of 7,5 goes through. And this is totally unrealistic, because one slightly above the average kick in the stomach will take out the bear and two will maybe kill him.
Not so, if you subtract the damage bonus of the bear (2d6) from your kick damage only an average of 2,5 goes through, which seems much more plausible to me. Applying such a rule means also that only a strong person (or martial artist with double damage skill) will in average be able to damage another strong person with unarmed combat. Criticals brawl rolls are an exception, because like as always "armor" will be passed by.
Another reason for this simple little homerule was that you can make brawling less lethal in many situations without having to introduce many other rules.