From: | Gurth <gurth@******.NL> |
---|---|
Subject: | Re: SRII Lethality |
Date: | Fri, 19 Dec 1997 12:08:17 +0100 |
> I know some who do. Many systems seperate hitting from doing damage (Kult,
> Starwars and Midgard come to mind). So basicly you roll to figure out if
> you hit (can be hard or easy), then you roll again to figure out how much
> damage you do (*not* liked to your skill). This way, *if* J. Random
> Squatter hits you, it's just as bad as if it was Pam, The Sam.
Unfortunately that way of determining damage is also unrealistic in that
you still do the same damage even if you made a brilliant shot. In SR, the
better you shoot the more damage you do, which penalizes shooters with
little or no skill, while in systems where skill isn't tied to damage,
highly skilled shooters get no bonus that.
It should be possible to find a middle ground, but only at the expense of
speed of play. For example, what could be done is see if a hit is obtained
(and count the successes) and then roll a number of dice equal to the
weapon's Power Level against a TN of, say, 4. The successes from this are
then_also_ applied to stage up the damage.
--
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