|
|
|
#32 | ||
|
Join Date: Jan 2008
|
Quote:
If you do start getting into that fancy stuff, or run a game that's more medieval instead of gun-based, then those wounding multipliers start getting interesting. E.g. if you shoot a zombie in the torso and roll 5 damage, it's piercing damage, so because it's a zombie (Injury Tolerance: Unliving) it takes only 1/5 of that as injury. It loses 1 HP where a human would lose 5 HP. But if you shoot it in the head, which is harder, it has an extra +2 DR so there's only 3 points of penetrating damage after DR. But there's a x4 wounding modifier instead of x1/5 so it takes 12 points of injury instead of only 1! The upshot is that those various wounding modifiers exist to reward players for roleplaying intelligently against various kinds of foes. If you always did the same injury with a weapon no matter who you hit and where, there wouldn't be a reason to headshot zombies or to cut the arms off a living statue instead of stabbing it in the "heart". They exist to give players more interesting choices during combat. P.S. There are also some advanced rules like knockback which are based on basic damage (before DR) and not on final injury, but I'm assuming that you're not using those or you wouldn't be asking. Quote:
I know you know this but saying so for OP's sake. Last edited by sjmdw45; 07-29-2023 at 01:36 AM. |
||
|
|
|
| Tags |
| combat, defending, tactics, vtm |
|
|