From: | Mongoose <m0ng005e@*********.COM> |
---|---|
Subject: | Re: Deadly Damage: a misnomer |
Date: | Mon, 11 Jan 1999 21:23:58 -0600 |
:ANYBODY can survive
:50D
:>damage (if previously un-injured)- there's no overflow. Heck, if you
:have
:>a trauma damper and / or platelet factory, you can walk away on your
:own
:>two feet (after standing up- the knockdown will get yah).
:
:Here's a one of several good cases for having some sort of houserule
:that allows for damage levels past "Deadly".
<snip>
:Following that progression, why shouldn't there
:be a "Deadly Plus" wound level that causes 15 boxes (5 more than a
:Deadly Wound) to be filled in?
Note- good header! IMO, "D(eadly)" should mean "D(isabling)".
I'm
not so keen on the math, though, as your "Deadly Plus" would kill outright
anybody with an overflow of less than 5. In our game, we add extra damge
more smoothly- each succes beyond that which stages damge up to deadly
adds a box of overflow, and each level of damage past deadly (usually from
autofire) adds 2 boxes. It has worked OK so far, but we've never used
"megadamage" weapons.
Mongoose