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Old 02-04-2008, 04:37 PM   #41
David Johnston2
 
Join Date: Dec 2007
Default Re: Repricing Advantages at different TLs

Hunh. Don't know how I made that mistake but the average of 7 dice is of course about 23.5 points. I must've been looking at the wrong entry.

[QUOTE=Lonewulf]
Quote:
But it's very easy to avoid that location altogether.
Its a -5 to hit somewhere good. Combined with range modifiers the average soldier can't generally do it. And while an arm or leg shot may be decapicitating, they aren't generally lethal

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So this is a faulty comparison. You can still hit the sides (if playing in even a semi-realistic campaign), can hit the legs and arms,
what are the game mechanics for getting shot in the sides?

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and can hit the face, brain, and throat; and in all of those cases, there are very few pieces of armor that, when added to +4 DR, can actually protect you.
Can't keep you uninjured that is. The 4 DR can very easily keep you from having to make another death roll.


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Plus, that isn't exactly the most powerful weapon available, but that IS the most powerful personal ARMOR available without tweaking things.
Anything more powerful is much less common. I recommend you avoid charging tripod-mounted squad weaponry or trying to bounce tank shells off your chest with DR 4.

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Which would mean you would have DR 4 that's hardened, and DR 30+ that isn't. That doesn't exactly give all that great odds, overall, and would be even MORE costly.
"Costly" is not in itself a problem as long as you are getting equivalent value for your points to what other players are getting for their investments in Claws or Mind Reading. So suppose someone shoots you with a laser rifle. Your 4 DR costs 20% more, but you are now being attacked with an average of 17 points of damage. Your TL 9 hardsuit provides you with an adjusted total of 15 points of protection from it. 4 points of DR will really take the sting out.
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Old 02-04-2008, 05:16 PM   #42
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Repricing Advantages at different TLs

Quote:
Originally Posted by David Johnston2
what are the game mechanics for getting shot in the sides?
The game mechanics for being shot anywhere that the plates don't cover is that you don't get the DR of the plates. Realistically, plates should have an activation roll -- probably 100% for shots to the vitals from front or back, 3/6 for other torso hits, 1/6 for shots from the side. Then again, realistically inserts are also ablative armor.
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Old 02-04-2008, 05:28 PM   #43
David Johnston2
 
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Default Re: Repricing Advantages at different TLs

Quote:
Originally Posted by Anthony
The game mechanics for being shot anywhere that the plates don't cover is that you don't get the DR of the plates. Realistically, plates should have an activation roll -- probably 100% for shots to the vitals from front or back, 3/6 for other torso hits, 1/6 for shots from the side. Then again, realistically inserts are also ablative armor.
Realistically all armour is ablative armor. It strikes me that more detailed than the actual game system has rules for is considerably more than half-way realistic. Of course even if you don't hit the plates, you've still got DR protection almost double that of the kevlar from your DR 4. That's not too bad. It just doesn't happen to be enough to keep from still being seriously injured.
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Old 02-04-2008, 05:48 PM   #44
Anthony
 
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Default Re: Repricing Advantages at different TLs

Quote:
Originally Posted by David Johnston2
Realistically all armour is ablative armor.
Yes, but many sorts of armor aren't ablative enough to be a real factor in a fight -- you repair or replace it after the fight, but its protection won't significantly degrade over the course of a single fight. Insert plates are ablative enough that ablation has a good chance of actually making a difference.
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Old 02-13-2008, 08:49 AM   #45
RedMattis
 
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Default Re: Repricing Advantages at different TLs

Quote:
Originally Posted by David Johnston2
Can't keep you uninjured that is. The 4 DR can very easily keep you from having to make another death roll.
Compare those 4 DR to Injury Tolerance: Doesn't Bleed.
That's a lot more convenient!
...Not to mention buying IT: Unliving or even unkillable (quite possible for a budget which would allow you to get anywhere close to a well protected android)

Edit: HP is also going to be a better (and cheaper) deal since Armor Piercing doesn't do a <censored> against it :P
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Old 03-21-2008, 04:13 AM   #46
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Default Re: Repricing Advantages at different TLs

Normal Campaign
Type 1 - Value of IA & DR
(Assuming: No skill-based magic)
TL0: Cost x3
TL2: Cost x2,5
TL4: Cost x2
TL6: Cost x1,5
TL8: Cost x1
TL9: Cost /1,75
TL10: Cost /2
TL12: Cost /3


Type 2 - The value of traits such as IR vision and telepathy*
(Assuming: No skill-based magic)
TL0: Cost x1,5-x2
TL4: Cost x1,5-x2
TL5: Cost x1,5
TL8: Cost /1
TL9: Cost /1
TL10: Cost /1,5
TL12: Cost /2


- - - - -

Technology Heavy Campaign
Type 1 - Value of IA & DR
(Assuming: No skill-based magic)
TL0: Cost x3
TL2: Cost x2
TL4: Cost x1
TL6: Cost x1,5
TL8: Cost /2
TL9: Cost /2,5
TL10: Cost /3
TL12: Cost /4


Type 2 - The value of traits such as IR vision and telepathy*
(Assuming: No skill-based magic)
TL0: Cost x1,5-x2
TL4: Cost x1,5-x2
TL5: Cost x1,5
TL7: Cost /1
TL 8: Cost /1,5
TL 10: Cost /2
TL 12: Cost /2,5

*This does not include advantages such as Mind Control, Dominance and similar things which can not be reproduced with (non-rare) available gadgets.



Please comment on this, but DO NOT suggest rules such as buying advantages with money, it has been discussed to death in this thread already.
If you think that this is a good idea, or seems quite balanced, then please do say so. I want to know how good this system is as a solution (WHEN NOT USING THE RULES FOR BUYING ADVANTAGES AS EQUIPMENT! *sigh*) for when you want to alter prices to even things out at higher/lower TLs.
Thank you ;)
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Last edited by RedMattis; 03-21-2008 at 04:35 AM.
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Old 01-03-2009, 06:17 AM   #47
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Default Re: Repricing Advantages at different TLs

Necrobump!
I'm curious to see if there are any new comments to this.
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