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Here my opinion about gun damage. The values seem fine but I think that guns should " Impale" and do double damage on any special hit. This is to reflect that a normal shot just hits muscle but a special shot would then hit an artery, vital organ ect.
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We used this rule as well, and it worked fine. |
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In the black powder rules we've used locally, we treated regular bullets as impaling damage and shot as crushing damage (in the RQ: AIG sense) and had it vary according to range; double at short, half at long.
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And, FWIW, when Sandy devised the damages for Cthulhu Now, he did use Jane's. IIRC, he based the damage on the amount of pressure at impact.
It seems to make more sense, as listed above, to enforce Impale and Critical hits, along with major wound than to rework the whole list. SDLeary Last edited by SDLeary; October 20th, 2007 at 02:03. |
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By enforcing impailing (I would limit this to first round in a burst, as in the rules), and criticals, you enable almost any round to not only take big hulking types down, but to kill them. I've been toying with the idea that criticals are auto death in the head and chest, but for NPCs... kindof a toned down mook rule. Adding special rules for round types, etc., would cover most variation. For example, the 4.6 x 30mm round used in the new MP7 PDW. Its a small and light round (For those of us in the states, the bullet is .177 cal., the same as many air rifles). Because of this the actual standard damage should be low. The round has excellent armor penetration though. On a special, I would allow three rolls of the dice for damage, similar to the way a rapier impales in RQ. Other options might be impaling for jacketed rounds, and nothing special for unjacketed. Not sure about hollow points and the like though. The extremely long winded point being that the current tables can be tweaked for better real world performance, and left alone for the light games. SDLeary Last edited by SDLeary; October 20th, 2007 at 03:40. |
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Some of our house rules for special ammo are
-AP round: 1/2 targets armor -explosive round (SciFi): +1d6 damage The above house rule for AP rounds are only applicable if you use fixed armor instead of variable (like in SB). If we use variable armor then then we scale the armor roll 2 dice down. (eg. a 1d10-1 becomes a 1d6-1) The above AP rule could also be used for warhammers/warpicks, some specialized crossbows and other armor breaking gear. |
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