09-07-2010, 11:04 AM | #11 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Blunt Trauma and Skulls
This is my understanding as well. You don't do stuff a layer at a time, you add all the DR and resolve it, barring different types of DR (flexible or non, although that doesn't matter in the case of falls).
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09-07-2010, 11:10 AM | #12 | |||
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Blunt Trauma and Skulls
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Look at it this way. You have to resolve it all at once, so you don't have "DR 16 and DR 2" -- you have "DR 18, 16 of which happens to be flexible." So when you fall on your skull and take 15 points of damage, 2 damage is stopped by your innate DR and 13 from your flexible DR. Thus, you'd take (13/5) = 2 points of injury to the skull. If you'd been injured anywhere else, all 15 points would've been stopped by flexible DR, so you'd take (15/5) = 3 points of injury to that hit location. Quote:
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09-07-2010, 11:32 AM | #13 | |
Join Date: May 2008
Location: CA
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Re: Blunt Trauma and Skulls
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09-07-2010, 11:42 AM | #14 | |
Join Date: Aug 2004
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Re: Blunt Trauma and Skulls
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So really, you should subtract the non-flexible DR first, reducing 15 to 13, which is then fully stopped by the helmet and results in 2 points of blunt trauma, with no wounding modifier since it is, after all, blunt trauma. |
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09-07-2010, 11:44 AM | #15 |
Join Date: Aug 2004
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Re: Blunt Trauma and Skulls
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09-07-2010, 12:57 PM | #16 | |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: Blunt Trauma and Skulls
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Bit confused by the idea of applying innate DR before worn DR. Should rigid DR always be counted before flexible? Or is that simply a way of figuring this singular conundrum?
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09-07-2010, 01:23 PM | #17 |
Join Date: Aug 2004
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Re: Blunt Trauma and Skulls
Probably always, otherwise it's too easy to buy a few points of rigid DR layered beneath your flexible DR such that you never actually suffer the effects of the Flexible limitation.
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09-07-2010, 01:41 PM | #18 | ||
Join Date: Oct 2009
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Re: Blunt Trauma and Skulls
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How about I combine DR 10 (flexible) with DR 10 (innate, ablative, not flexible). The layering can be either way. Now I receive 10 points of damage. Under your assumptions, can I choose to have the flexible armor stop the damage and take 1 point of blunt trauma? Or should the non-flexible ablative DR stop it and I take effectively 10 points of damage? Can I decide on each blow what I like best? Now, this isn't simplified by the weird behaviour of blunt trauma when you penetrate the DR. I would completely get rid of that non-continuity at a slight overhead of having to calculate 10% or 20% once in a while for the people with lots of flexible DR ... Then you could actually do layering with the following natural algorithm: Determine DAMAGE. Set BLUNTTRAUMA = 0. Go through the DR layers, outer to inner: - If not flexible, subract DR from DAMAGE, and remaining from BLUNTTRAUMA. (The order is important.) - If flexible, stop only DAMAGE equal to DR, and add 10% (or 20% for cr.) of the stopped damage to BLUNTTRAUMA. Apply BLUNTTRAUMA as injury, and DAMAGE with the appropriate wounding modifier. Effects: * No weird non-continuity. * Blunt trauma can occur as under RAW. * Non-flexible armor on top works as in RAW. * A+B+C+D layered flexible armor is the same as one piece of (A+B+C+D) armor. * Blunt trauma from flexible armor on top can be stoppped by non-flexible armor below, but only if the non-flexible armor is _not_ penetrated. * Lots of blunt trauma can accumulate through multiple layers of flexible and non-flexible armor, if you mix and match small layers. * It is not the same as choosing your order to suit you best (that's what your equipment section on the character sheet is for). * In many cases this behaves as simple as counting non-flexible at 100% and non-flexible at 80% (cr) or 90% (other) effectiveness, in particular, this is always the case when the entire DR is penetrated. Applied to the skull example: 15 DAMAGE stopped by helmet, that's 1.5 BLUNTTRAUMA, that will be completely stopped by the DR 2 of the skull. If he had a DR 10 helmet, the skull would stop 2 more DAMAGE and the person would take 3 DAMAGE to skull at x4 wounding modifier plus 2 BLUNTTRAUMA at x1. All that this is saying: To stop blunt trauma, have 1 additional DR of non-flexible armor below each 5 DR of flexible armor. A light tin can should do. Doing it the other way round and letting the sword/pullet/etc pierce the tin can, will cause blunt trauma, even if you have enough flexible DR below to stop the attack. Well, I like it. Ts |
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09-07-2010, 01:50 PM | #19 |
Join Date: May 2008
Location: CA
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Re: Blunt Trauma and Skulls
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09-07-2010, 01:50 PM | #20 | |
Join Date: Oct 2009
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Re: Blunt Trauma and Skulls
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Of course, against no-blunt-trauma attacks like laser weapons, flexible is even a free -20%, and no one seems to complain that much about it ... Ts |
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Tags |
blunt trauma, falling, falls and armor, flexible armor, hit location, injury |
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