HeapThaumaturgist said:With the success gradient system you often roll SMALLER dice as your success increases. The damage that gets done is more severe, but of a smaller number, which makes their armor MORE likely to entirely absorb it.
That actually makes sense, in a way. An Amazing hit means you hit the guy somewhere where it really hurts - center torso or head, basically. If you're wearing armor, it's pretty likely that those areas have extra protection.
One common "fix" that made this situation somewhat more palatable was to change Mortal damage so it inflicted secondary damage on a 1:1 basis instead of a 1:2 basis. That might have been part of the same rule patch that changed skill points (except option 1 instead of 2), but it's been a while so I can't remember really.
For those uninitiated: if you were hit with X points of wound damage, you also took X/2 points of stun damage, and if you got X points of mortal damage you also got X/2 points of wound and stun. This secondary damage ignored armor - basically, even if your armor stopped the bullet, you still got bruised (and maybe a concussion or cracked rib). However, characters only had half as many Mortal points as Wound and Stun, and the damage values reflected this - things that did mortal damage generally didn't inflict as many points of it. The "don't do as many points of mortal as you would do wounds" thing combined with the "halve secondary damage" rule combined to sometimes make Amazing hits do less damage than Good hits or even Ordinary hits - but changing secondary damage so mortals do it on a one-for-one basis fixes that.