From: | sfeley@*****.com (Stephen Eley) |
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Subject: | SR4: Any fixes for armor? |
Date: | Tue, 13 Dec 2005 22:31:55 -0500 |
Okay, so my campaign is in SR4 now. The group had serious problems
with SR3 -- they're experienced roleplayers but SR newbies, and had
real issues with combat pacing. SR4's working a lot better for us.
This is our experience. I really don't want to turn this thread into
a debate, please.
But there is one SR4 aspect that continually irks my players, and
that's armor. We've got some stat-munchers in the crew, and it took
them no time at all to realize that the "damage-to-armor" equation was
seriously unbalanced: the way the probabilities work out, it takes 3
points of armor to have a fair shot at neutralizing 1 point of damage.
This makes ammo like gel rounds and flechettes (+2 damage, -2 AP on
impact armor) overpowered, because the increase in damage more than
makes up for the armor boost. My players keep bugging me about it.
So I'll ask here: anyone have any good house rules dealing with armor?
Simply subtracting damage points seems a bit much, but I don't have
any other clever ideas just yet. I'm interested in whether other
folks perceive a problem, and what you're all doing about it. Thanks
in advance.
--
Have Fun,
Steve Eley (sfeley@*****.com)
ESCAPE POD - The Science Fiction Podcast Magazine
http://www.escapepod.info