Re: Rejiggering Muscle-Powered Weapon Damage
Here's a radical thought: In re-working the entire damage system, why not simply double all values, then place ST-based damage where it should realistically be? This would help combat the lack of differentiation between low-ST damage rolls. Of course, you'd also have to double HP, and probably fiddle with things like Shock, Bleeding and Healing. This would be a lot of work to address a minor (though fundamental) concern. Maybe when GURPS 5th edition comes out (currently scheduled for the year after we get Fusion reactors commercially viable).
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