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Old 06-27-2011, 06:48 AM   #1
Ultraviolet
 
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Default Re: [LT] Blunt trauma

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Originally Posted by DanHoward View Post
I'd do a similar thing. Double all DRs and firearms damage so they are still compatible and then look at how to make the rest of the system work - such as doubling HP.
That could work. Because it seems that the somewhat moderate damage of 2d+2 for a 9mmP is easily matched or exceeded by a beefy fighter with an axe. Sure, that fighter is well above average in many fantasy games. But ST13 is not unrealistic for a dedicated fighting man, that's 2d-1. Give him an Axe for sw+2 and have him make a Commítted, Strong attack - and there you have 2d+2.
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Old 06-27-2011, 07:33 AM   #2
DouglasCole
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Default Re: [LT] Blunt trauma

In addition to the problems Anthony and others have pointed out with scaling and resolution, one issue is that while the firearms scale is explicitly one of penetration, with injury taken care of with wound channel modifiers, I think that the origins of the ST table were meant as an injury scale. Granted, they ALSO have wound modifiers, etc, but I don't think anyone's brain breaks to think that a really strong guy with a sledgehammer (a fighting maul) or an axe can do more INJURY than a single 9mm bullet. At the low end, though, that 1d-1 or 1d thrust damage for an unarmed punch gets silly quick, and when trying to get THROUGH armor, the lack of concussion rules that exist alongside the penetration rules are problematic.
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Old 06-27-2011, 08:15 PM   #3
DanHoward
 
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Default Re: [LT] Blunt trauma

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Originally Posted by Ultraviolet View Post
That could work. Because it seems that the somewhat moderate damage of 2d+2 for a 9mmP is easily matched or exceeded by a beefy fighter with an axe. Sure, that fighter is well above average in many fantasy games. But ST13 is not unrealistic for a dedicated fighting man, that's 2d-1. Give him an Axe for sw+2 and have him make a Commítted, Strong attack - and there you have 2d+2.
I think it would be better in a lot of ways. Bleeding would be less granular. Human skin could have DR 1. There could be more variation between the damage of various weapons.
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