Back to the main page

Mailing List Logs for ShadowRN

From: Gurth <gurth@******.NL>
Subject: Re: SRII Lethality
Date: Thu, 18 Dec 1997 21:18:20 +0100
Andy Gardner said on 17:47/18 Dec 97...

> > This rule is way too easy on characters, IMnsHO. Just look at the primary
> > requirement for taking overdamage: the Power has to exceed twice the
> > char's Body! Most PCs I know wouldn't take overdamage from any weapon
> > except sniper rifles and others with really high Power Levels. It doesn't
> > say if the Power should be adjusted for burst modifiers, but if you use
> > this rule I suggest you do.
>
> That's probably why I wasn't sure about the multiplier. I use 1.5x
> Body in my games

Both are BTB -- the x2 is from FoF, while x1.5 is the "Deadlier
Overdamage" rule from the Companion.

> I also compare the damage of the round before armour with the body
> rating.

That also makes things more lethal, but IMHO it's not realistic -- after
all the damage is caused by the round _penetrating_ the armor, so when it
comes to overdamage only the remaining Power should be used with this
rule, I think.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html - UIN5044116
It's crap but we love it!
-> NERPS Project Leader & Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

-----BEGIN GEEK CODE BLOCK-----
Version 3.1:
GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+ PE
Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
------END GEEK CODE BLOCK------

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.