From: | Steve Huth <HUTH@***.EDU> |
---|---|
Subject: | More rule mods. |
Date: | Mon, 12 Apr 1993 16:57:38 -0700 |
of rule mods a couple weeks ago, but what the hell, my friends say my ego
is too large anyway. Here's some more ideas-comments welcomed.
Problem: Armor never seems to get damaged no matter what abuse it is put
through.
Possible Solution: Armor is damaged if: 1. The attacker has extra successes
to stage the damage to physical D+ (I don't remember who originally posted
this idea, but I like it); and/or 2. If the armor is struck by a weapon
whose damage code after burst effects has a level of deadly; and/or 3. The
person wearing the armor takes a serious or deadly wound.
Logic: This obviously doesn't apply if the attack is dodged. I feel that
if the base code of a weapon is D, even if the attack is staged to light or
nothing, the only thing that made such staging possible is that the armor
absorbed most of the attack, and should therefore be damaged. And if the
armor was penetrated or struck with enough force to leave the wearer with a
serious or deadly wound, it was obviously badly hurt (unless you assume the
shot hit an area not covered by armor, which is why it hurt so much). As a
note I realize I left out, it will be either the ballistic OR the impact
armor that is damaged, depending on the nature of the attack.
Problem: I feel that size and strength should matter when calculating
recoil. A big guy can fight the recoil better than a little guy.
Possible Solution: Average your body and strength scores. If the number of
rounds fired is less than or equal to that average then you get a recoil
benefit as follows:
3 or more times greater than # bullets fired: 2 points recoil mod
2-3 times greater than # bullets fired: 2 points recoil mod (and oops, why
don't I use edit feature?!?!?---3 or more times should be 3 points recoil
mod)
merely greater than number of bullets fired: 1 point recoil mod.
Well, what do you think?
Spectre
Steve Huth