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In the light of rpgs, though, I think the real question is...how far do you want to go to simulate reality? and how important is it, really?
For instance, up to a point, it has been proven that bullet design changes the order of deadliness a great deal. Hence the .357, so very deadly with its 125 JHP bullets. Probably the deadliest of all handgun bullets, in that particular caliber and at 1200+ fps... but not so in a loading of much less velocity (and loaded much hotter it gets very unpleasant to shoot) and certainly not in the base caliber, the 38. Real world ammunition made by Cor-Bon is an entirely different proposition than the same caliber made by Remington, for instance. Do some research, up to and including shooting the same caliber with both loads, you'll see what I mean. I had a .45 Colt that I could shoot all day at around 800 fps, but with Cor-Bon loaded up to 1100+ fps, uh-uh. One box was usually quite enough. In an rpg, taking all the different dynamics (recoil, flash, noise, damage capacity, penetration, range, trajectory, wear , leading, etc.) into account just is not worth the trouble, IMO. Talk about endless weapon stat charts! That is why I am quite happy with BRP stats as they are. |
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I agree with you Badcat. The hit point/weapon damage system is an abstraction; not a simulation. A good friend of mine got hold of an anatomy book when we were playing RQ3 exclusively. He created this incrediably detailed combat system based upon damage to organs, etc. I took a look at it and said it was beautiful, but I would never use or play in his game if he used it, LOL.
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Like 'Aftermath'? Or that new fantasy rpg, 'Metal, Magic, and Lore'? That last one has a positive review at rpg.net, but when I looked at the website, the character sheet has a hit location chart that looks like the old butcher chart that shows the different cuts' location on the cow... 'I hit him in the loin, Joe'...'yeah, I bet that hurt, Fred'.
I stopped right there.
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Now if you wiggle the epee or spear around while inside the wound... ![]() SDLeary Last edited by SDLeary; October 24th, 2007 at 03:53. |
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I think he was just saying that damage/hit location matters to some extent for every weapon... not that they did the same damage.
As the proud owner of a big stack of Phoenix Command books (and having actually played games with them on a few occasions) I agree with Badcat... it's plausibility vs. playability every time. I think the stats in BRP are sufficiently believable and very playable... and I can't think of any modern game that didn't get arguments from some gun enthusiasts saying it was inaccurate... even Phoenix Command. Last edited by Simlasa; October 24th, 2007 at 04:10. |
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![]() Dayum coffee should have kicked in sooner SDLeary |
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Yes, I know that specials have to overcome armour, so it does fall down there a bit. But in my own little world it makes sense and that's what's important. |
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That doesn't make your point entirely invalid, but I just wanted to note that ballistic gel is actually a bit deceptive here, as it doesn't show the difference between transient and permanent cavitation. |
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