damage system

A thread of 5 messages, 7 May 1993 to 12 May 1993, in the order they were sent.

#5433 damage system

What you are basically looking for here is Cyberpunk 1st edition
Friday Night Firefight.
Damage was described rather than taken and 20 points was enough to
kill the average bod. There were escalating severities of
wounds...light, medium, serious, really sore and mortal.
The system was fast and easy to remember though it used tables ...

I gotta go so i'll reply more on this next time

Watch this space

The genegeneer

[Ethics? Thats something to do with racial minorities, isn't it?]

#5439 re: damage system

  I like Steven Gott's damage system!  I'd assume that the damage
table would be a matrix of weapon vs. armor.  Do you have anything
that you could post?

  What happens when you fail a determination roll?  Are you unable
to perform any activity until you pass the det' roll?   Would first
aid to yourself then count as an activity?

  I see this as a positive improvement for role-playing.  If anyone
else playtests this concept, could you post your opinions?  I think
this is an interesting thread to continue.


Keith Thoms

#5449 Re: Damage system?

>I take it you use the normal chart for hit location?  And then apply the damage
>to that location only?  I.e. a hit in the arm resulting in a serious would
>be a serious wound for the arm?

No and yes

Damage locations

 1  Head
 2  Upper R Torso
 3  Upper L Torso
 4  Lower torso
 5  R Arm
 6  L Arm
 7  Upper R leg
 8  Lower R leg
 9  Upper L leg
10  Lower L leg

Roll for hit location.
Then apply damage to table

In our Cyberpunk campaigns we divide weapon damage to arms and legs
by two but double that done to the head region.

ALL WOUNDS ARE CUMULATIVE

In some less-deadly campaigns it would be advisable to increase the
damage increments on the Wound Table

Instead of 1-2
           3-4
           5-6

use   1-3
      4-6
      7-9

OK

Live long and prosper in the New Era

Matt

#5459 RE: damage system

To Steven Gott

I kind of like your damage system but I'm a bit confused about it.  Maybe I've
been using the (hit/check location/check damage) system for too long.

How do you  modify wound type for armour?   and what happens when a character
has received n light wounds (for example).  How many does it take for him to
fall?

Just one last comment.  I didn't testplay your system yet but at 1st hand it
seems incredibly realistic form the victims point of view. Really nice

Pedro


PS: I just thought of solutions for the above.  about armour one can use it
as an asset for the task.  But this doesn't solve the cumulative effect of
several wounds.  maybe a solution is to use a 1 to 10 damage instead of the
5 types related to task difficulty.  Then the level of the wound would be an
asset for a (routine?) task.  Past wound woulds also act as assets adding to
the new one.

#5451 Re: Damage system.

On Wed, 12 May 1993, Bill Wilson wrote:

> I like your ideas!  However, I have some questions.  How do you handle the
> different calibers and their knock-down power?  Getting hit by a .380
> would be "easier" to withstand than say a .45 or .357.  Any ideas?
>
> --
> Let sleeping dragons lie........                    | The RoleMancer
> --------------------------------------------------------------------

I talked to a friend of mine who is very interseted in these kinds of
things and he thought there was a book called HANDGUN STOPPING POWER by
someone named Evan Marshall.  It would probably tell you more than you
ever needed to know.

I did find this in my notes.

handgun round		1 shot stop percentage
 .380ACP			50% - 75%
 .45ACP			62% - 88%
9mm Para		62% - 91%
 .357 Mag		75% - 96%

A one shot stop was defined as the target stopped attacking (dropped
weapon etc) or if the target is running that he falls to the ground after
at most 4 steps...

The results supposedly were compiled from actual shootings.

So how does this compare to my dammage system?

I broke habdguns down into 3 categories Light, Substansive and Greivious.

I would say that your typical .380 hardball FMJ is a light
 .45ACP and 9mm para is a medium (substansive)
and the the Magnums are heavy (greivious)

I hope that this helps a little

Steve Gott