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#1 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Realistically, weapons have:
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#2 | |
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Join Date: Nov 2009
Location: Oregon
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Quote:
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#3 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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Quote:
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#4 | |
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Join Date: Nov 2009
Location: Oregon
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Quote:
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#5 | |
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Join Date: Jun 2013
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Quote:
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#6 | |
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Join Date: May 2008
Location: CA
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Quote:
If I were to do something similar, I'd keep the mechanics as similar as possible. Probably something like this: When figuring out damage, figure out the 'Accumulated Damage' and the 'Single Strike Damage' separately. Single Strike Damage does the normal things it can do - cripple limbs, cause a major wound, kill, etc, all based on the normal limits. Accumulated Damage can kill or do anything else accumulated wounds do - but rather than just subtracting Single Strike Damage from Accumulated Damage one-by-one, accumulated wounds take (One Fifth of the lesser of Current Accumulated Damage and Single Strike Damage) + (Greater of Current Accumulated Damage and Single Strike Damage). Round down at the 'one fifth' stage (or maybe round up; not sure which). Example: A man with 14 HP is walking down the street when he is shot for 2d pi damage. This does 7 HP of injury, giving him 7 HP of accumulated wounds. This isn't yet a Major Wound. He is then shot again, this time by an SMG. He is hit four times for 3d pi- damage each. These do 8, 4, 5, and 3 damage. The 8 injury wound is a Major Wound, and his new accumulated total is 8 + 7/5 + 5/5 + 4/5 + 3/5, rounding down at each division stage to get a wound total of 8+1+1=10. (Alternatively, round up at the division stages to get 8+2+1+1+1=13). He's not quite at negative HP even though he's taken wounds of 7, 8, 4, 5, and 3 injury. There's no need to keep track of individual wounds in this system, just the running total. It works in all other ways like normal wounding. |
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| Tags |
| combat, firearms, optional rules, pyramid #3/44, pyramid 3/44, survivable guns |
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