Re: The Horrors of Realistic Weapons
In reply to #664 Re: The Horrors of Realistic Weapons
Replies:
- #671 Re: The Horrors of Realistic Weapons by Dan Corrin
> I would be interested in hearing how the people on the mailing list have > reacted to the various combat systems created by GDW, and the modifications > they have come up with to deal with aspects they did not like. I'm probably in a minority here, but I am not much interested in exactly where a character gets hit. I quite liked the old Striker/Azhanti High Lightning systems, in which you rolled 2D for damage, modified by weapon penetration and target armour, and got a result of No Effect, Wounded, Unconscious or Dead. The only concession to detail I made was that instead of applying those literally, I used the damage die codes from Mercenary, and applied damage to PC stats. It may not have been very realistic, but it was quick, and it worked to the extent that a big tough PC could take more punishment than a little wimpy PC. Instead of using the original GDW method, I simply added the character's STR and END together for hit points to unconsciousness, and used DEX as further hit points before death. Finally, the damage taken was multiplied by a factor depending on the penetration roll. If the penetration table said "Wounded", the factor was 1; for "Unconscious", it was 1.5; for "Dead", it was 2. The main effect of this was that even a slight hit from a PGMP now became lethal. If a location was needed, it'd be referee's discretion, based upon such things as how good the damage roll was, what would suit the story best, and whether or not the referee was feeling mean at the time. Maybe we didn't have characters queuing up in front of the medic knowing just where they'd been hit; but it meant we could get the fight over with relatively quickly, and get on with the next bit. "Keyboard? How quaint!" - M. Scott Adrian Hurt | JANET: [email removed] UUCP: ..!ukc!cs.hw.ac.uk!adrian | ARPA: [email removed] All opinions and material above is the responsibility of the originator. Submissions: [email removed], or [email removed] Administrator: [email removed] (James Perkins) The TML is made possible by facilities provided by Tektronix, Inc.