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#1 |
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Join Date: Jun 2008
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You also might reflect on exactly why you want a more granular HP system.
Most games that have HP also end up having some equivalent to wounded, incapacitated and dead states. Few of them have scales reflecting each individual HP. In essence CW evades all that by going straight to the effects rather than over complicate how you got to those effects. If you are worried that a rifle always does 3 and only 3 DP just make it a d3 weapon instead. If you go heavy pedestrian role play, the damage system is the least of your worries. The lack of any coherent skills system will kill it waaaay before then :) |
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#2 |
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Join Date: Dec 2007
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Funny you say that -- this is what I did for my system. Each "point" of damage done by pistols, rifles, etc., became "1d3 Ped-level damage" (d3 to peds; minimum dmg. to anything else).
__________________
"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
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#3 |
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Join Date: Jun 2012
Location: CA
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My first experience with CW was noting that solid tires had 4x the DP of a pedestrian. That says it all doesn't it?
Seriously though 2.5e added the 'bodybuilder' skill, and body armor plus a flak jacket is the best $400 you can spend. |
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#4 |
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Join Date: Apr 2011
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I expanded the RPG portion of Car Wars quite a bit and have numerous articles about it on my blog.
https://boneheadzcommand.blogspot.com/
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Boneheadz Command Center |
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#5 |
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Join Date: Aug 2004
Location: Hillsboro, Oregon, USA
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A campaign game and a roleplaying game can be different. They don't have to be the same.
Given that in high division games, most crew members have IBA and thus 9 DP, it probably doesn't break anything too badly to give characters that much on a regular basis. Manycubes, I'm with you in preferring campaign / non+arena games to arenas.
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Chris Goodwin I've started a subreddit for discussion of INWO and Illuminati. Check it out! |
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#6 |
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Join Date: Dec 2007
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You should have seen some of the NOPD NPCs I came up with -- the term "storm troopers" was used more than once. (Guy with as much armor as he could wear, and the biggest gun he could carry; properly equipped, he was worth about $3-4K.)
__________________
"Dale *who*?" 79er The Jeremy Clarkson Debate Course: 1) I'm Right. 2) You're Wrong. 3) The End. |
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#7 |
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Join Date: Jun 2008
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I added a few generic drugs into the game (pain-killers, amphetamines etc.) and expanded on the Optional Hospitalisation and Medic rules to improve survivability and to enable characters to get back into the game a bit quicker.
I also made death a bit less digital. Death became permanently injured. For the purposes of the combat you were still out of action, but after the action if your friends could get to you within an hour there was a chance you could be saved but with a permanent injury (that ultimately could be fixed with expensive prosthetics). I preferred this to reliance on whole body cloning. I also allowed body armour to be made non-ablative at the usual cost/weight adjustments (you need to be using the Alt Encumbrance for this to work). For characters that did much more than sit in a car non-ablative ABV over BA was about the limit. I also had lower DP armour at a proportion of weight and cost so you could have ABD with only one or two points of protection and allowed the suits like IBA to have a some non-ablative panels replacing some of the ablative DPs. That said the majority of dregs and bandits still took their chances as if you got hit by a VMG (about the entry level of weapon in my games) you might survive a single hit and then you were as vulnerable as if you weren't wearing anything. The best infantry armour is terrain :) |
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