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Actually, I just had a prety radical idea on weapon damage. What if the Damage die was based on Skill (or adjusted to hit chance) and then adjusted up or down based on the weapon/round used. This would account for placement by having higher percentage shots likely to do more damage.
It might work best with exploding damage dice, so even low percentage shots could kill. Or have specials and criticals boost the damage die a number of steps (3 on a Special, 5 on a Crit for example). Something like: 01-20% 1d4 21-40% 1d6 41-60% 1d8 61-75% 1d10 75-90% 2d6 91-100% 2d8 100%+ 2d10 That scale is for example, it needs work (more possible results). |
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It doesn't help that the real world metrics are something of a moving target; is killing power what you want (Most gunfights end with someone in shock rather than dead outright)? Shocking out? What? Add in the fact that only a limited number of studies have been done on actual results as compared to on extension of data based on lab work and theories about what is effective (I still remember when hydrostatic shock was a big issue in ballistic damage theory before they found out it was only really signficant for head wounds), and the fact is we don't really know in any certain way what makes an effective round. Some things are generally assumed to be an overall better thing (impact energy), but even within those there's a lot of variables and which ones actually help or hurt are open to interpetation.
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It kinda makes sense... |
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If you're only going to use a single metric, muzzle energy is probably about as good as you're going to get; its what Aftermath! used as its basis for its guns. The problem you'll run into if you don't watch it, however, showed up in Aftermath! which used that as the basis for its guns; it either ends up making some really outrageous numbers for some rifles and up, or it ends up lumping handguns together a lot. They dealt with this by massaging the hell out of the handguns, to the point some of them were clearly over the top, but if you don't want massive lumping at that end, you need to do _something_.
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That you can play invincible-80HP-Neo-Bruce-Willis-dogde-the-bullet but your poor enemies will be subject to realistic damage? |
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