View Single Post
Old 03-17-2018, 03:27 AM   #36
Tomsdad
 
Join Date: Jan 2010
Location: Brighton
Default Re: Increasing lethality

Quote:
Originally Posted by VonKatzen View Post
...

GURPS math seems to work well on this, except that blowthrough damage may be exaggerated in the case of heavy weapons - as heavy weapons can deliver significant energy through contact with tissue, energy that small weapons just don't have. 'Hydrostatic shock' is basically a myth in the case of small arms, but tissues merely contacting a .50BMG round may be shattered or shredded, so a .50BMG can actually do more damage than the overpenetration rules would let it....
I kind of agree, the way it works now is a 6dx2 Pi+ round bleeds at a huge penalty (-12 on average) so unless your really lucky it's just matter of time.

But one issue with bleeding rules is that the rate of bleeding it still 1 (or 3 on crit fail) per min*.


It might be worth a house rule where as you increase bleeding penalties you also reduce the period of the bleeding test cycles (however this is double dipping, more work and really just speeding up the outcome)





*in this case any location that bleeds faster by the bleeding rules in MA will be mnoot as 6dx2 pi+ won't be capped in them
Tomsdad is offline   Reply With Quote