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Message no. 1
From: Mongoose <m0ng005e@*********.COM>
Subject: Re: Deadly Damage: a misnomer
Date: Mon, 11 Jan 1999 21:23:58 -0600
From: Paul Gettle <RunnerPaul@*****.COM>


: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
Message no. 2
From: Paul Gettle <RunnerPaul@*****.COM>
Subject: Re: Deadly Damage: a misnomer
Date: Mon, 11 Jan 1999 23:48:59 -0500
-----BEGIN PGP SIGNED MESSAGE-----

At 09:23 PM 1/11/99 -0600, Mongoose wrote:
>: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.

One of the reasons I have my progression go 1,3,6,10,15,21,... instead
of 1,3,6,10,11,12,... is that I'm working on a system of variable size
condition monitors, some of which are quite large.

I'm actually quite keen on the math, as I feel that those rare moments
of spectacular attacker-success/defender-failure should result in a
spectacular amount of damage. Of course, when the base damage is 8S,
and the shotgun is capable of burst fire, those moments become a
little more common. Really though, I don't have too much of a problem
with high damage weapons killing all but the toughest targets outright
if the attacker stages past deadly and the target can't stage it back
down.

One way to strike a balance between the two systems would be to start
the progression over at D+, so that it goes L:1, M:3, S:6, D:10,
D+:11, D++:13, D+++:16, D+(4):20, D+(5):25, D+(6):31, and so on. This
way, most characters would still be able to survive a D+ hit, D++ is
lethal to anyone who isn't above human average, and D+++ and above
still have a fighting chance of killing off those with those obscenely
high body stats.

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--
-- Paul Gettle, #970 of 1000 (RunnerPaul@*****.com)
PGP Fingerprint, Key ID:0x48F3AACD (RSA 1024, created 98/06/26)
C260 94B3 6722 6A25 63F8 0690 9EA2 3344
Message no. 3
From: "D. Ghost" <dghost@****.COM>
Subject: Re: Deadly Damage: a misnomer
Date: Mon, 11 Jan 1999 23:11:22 -0600
On Mon, 11 Jan 1999 21:23:58 -0600 Mongoose <m0ng005e@*********.COM>
writes:
<SNIP>
> Note- good header! IMO, "D(eadly)" should mean "D(isabling)".

Actually, I think a Deadly wound is meant to indicate a mortal wound (ie,
the character will die if it is not treated) rather than a out-right kill

>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.

This is what we use too... I'd like to say it works fine but nobody has
been hit but anything on this scale so far ...

--
D. Ghost
(aka Pixel, Tantrum, RuPixel)
"We called him Mother Superior because of the length of his habit" --
Trainspotting
"A magician is always 'touching' himself" --Page 123, Grimoire (2nd
Edition)

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