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12-12-2020, 10:39 PM | #21 | |
Join Date: Dec 2013
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Re: Base gun damage on calibre and gun size; armor divisor on kinetic energy?
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I never "intended" any such thing. I posted a very basic idea, and then asked for help improving it, asking if there were any experts available. I have since been told: 1) It isn't very good. 2) It needs to account for bullet velocity. 3) I should give up on the idea altogether. I agree with points #1 and #2, and am willing to listen to points #3. Imagine having a flat tire, and asking for help. The next dozen passerby just say "Yep, your tire's flat. You should inflate it." Yes, thank you, that tire sure is flat.
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In which I post about a TL9-10 solar system http://forums.sjgames.com/showthread.php?t=169674 If you don't know why I said something, please ask. Assumptions are the death of courtesy. Disappointed in the behaviour I have too-often encountered here. |
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12-12-2020, 11:12 PM | #22 |
Join Date: Dec 2013
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Re: Base gun damage on calibre and gun size; armor divisor on kinetic energy?
The problem you're attempting to solve is extremely difficult. To start, there's still not a consensus on how bullets kill or incapacitate targets, which makes trying to approximate reality or even what "feels right" extremely difficult.
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12-13-2020, 01:09 AM | #23 | |
Join Date: Dec 2013
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Re: Base gun damage on calibre and gun size; armor divisor on kinetic energy?
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But it doesn't seem like anyone is even reading my entire first post, let alone listening to me, so I'm dropping this thread. Among other things, if people had actually read my entire first post, they would have read me mentioning that kinetic energy should be a factor, and a lot of time would have been saved.
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In which I post about a TL9-10 solar system http://forums.sjgames.com/showthread.php?t=169674 If you don't know why I said something, please ask. Assumptions are the death of courtesy. Disappointed in the behaviour I have too-often encountered here. |
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12-14-2020, 12:29 PM | #24 |
Join Date: Feb 2007
Location: New York City
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Re: Base gun damage on calibre and gun size; armor divisor on kinetic energy?
Well one possible solution is base damage being on diameter but having a wounding modifier based on velocity. So instead of pi- or pi+, ect...
Have very low velocity for black-powder, low velocity for pistols, medium for SMGs shotguns & carbines and high velocity for rifles. It's basically the previous system inverted. |
12-14-2020, 01:30 PM | #25 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Base gun damage on calibre and gun size; armor divisor on kinetic energy?
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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12-14-2020, 01:37 PM | #26 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Base gun damage on calibre and gun size; armor divisor on kinetic energy?
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To use the tire metaphor, I saw you replacing a good tire with one that had a huge hole, and was trying to steer you toward putting the good tire back on instead of patching the hole.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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12-14-2020, 01:46 PM | #27 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Base gun damage on calibre and gun size; armor divisor on kinetic energy?
The basic problem with your original post is that you never actually said what problem you were trying to solve. For what it's worth, gun damage isn't based on 'kinetic energy' per se at all, it's based on empirical measures that happen to correlate somewhat with kinetic energy.
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12-15-2020, 06:55 AM | #28 | |
Join Date: Feb 2007
Location: New York City
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Re: Base gun damage on calibre and gun size; armor divisor on kinetic energy?
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However, as the OP asked for a way to make it work better, that's one possible way to do so. Also, to address the OP's original issue of guns being too lethal, I believe the optional bleeding rules work really well. I'm going to try them in my new Pulp-Action! campaign. Though for Action!, it may not be appropriate. |
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12-15-2020, 09:46 AM | #29 | |
Join Date: Aug 2007
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Re: Base gun damage on calibre and gun size; armor divisor on kinetic energy?
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Put a bullet from a .45 aCP into a target's Brain and that's 7 pts of damage -2 pts for his Skull (which is part of the problem) and then the remaining 5 pts get multiplied by 4. 50% of HT 10 NPCS will survive and it's actually worse than that because you won't always roll as high as 7 to begin with.
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Fred Brackin |
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12-15-2020, 10:24 AM | #30 | |
Join Date: Jan 2010
Location: Brighton
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Re: Base gun damage on calibre and gun size; armor divisor on kinetic energy?
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But if you are using the bleeding rules in MA that 50% being alive would just delay the inevitable as you need a surgery roll at a significant negative mod to stop any bleeding. (Also with 2d you just as likely to roll higher than 7 as lower, and even if you roll lower that will still leave nasty bleeding to deal with). Plus of course the -10 HT knockdown roll on a major wound to the skull that occurs on any roll of 4+ will take them out the fight unless they get very lucky.
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course Last edited by Tomsdad; 12-15-2020 at 02:19 PM. |
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guns, rules modification, survivable guns |
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