View Single Post
Old 12-31-2012, 11:29 PM   #4
apoc527
 
Join Date: Nov 2011
Location: Seattle, WA
Default Re: Rescaling Melee Weapons (notes)

Not sure if I should post this here or the other thread, but I'm assuming someone will take note of it here:

If someone were interested in these rules but did NOT want to fiddle with fractional dice (table lookups...yuck...the math isn't too bad, but I wouldn't want to scare away players either), how would you recommend things be rescaled? Seems like you'd need to do something to DR and something to firearms damage...that's perhaps more yucky than fractional dice.

I like the idea that armor matters more, but don't really care much about the differences between firearms damage and hand-to-hand damage simply because they so rarely co-exist in our games (and if they did co-exist, it's probably gonna be low tech firearms anyway, meaning that you get 1 shot in all likelihood before "switching to knives").

It seems to me that the edge protection rule from Low Tech is the "official stance" on "fixing" this issue--what if one wanted to go a bit further, but not as far as Mr. Cole's fractional dice and rescaling of melee weapons? What would you recommend?
__________________
-apoc527
My Campaigns

Currently Playing: GURPS Banestorm: The Symmetry of Darkness

Inactive:
Star*Drive: 2525-Hunting for Fun and Profit
My THS Campaign-In the Shadows of Venus
Yrth--The Legend Begins
The XCOM Apocalypse
apoc527 is offline   Reply With Quote