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A modern fantasy setting?
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<blockquote data-quote="Grendel_Khan" data-source="post: 8307846" data-attributes="member: 7028554"><p>The reasons were different, but even old school World of Darkness, with all of its modern-day-urban focus, couldn't figure out how to handle guns. I liked the normal/aggravated damage mechanic, since it made perfect sense to have a vampire or werewolf regenerate pretty quickly from a bullet wound, but nurse a claw slash for a long while. But the damage for guns was just so piddly. I wound up bumping it up for every kind of gun, not for balance reasons, but because it constantly broke the fiction. A pistol was just the worst, most laughable thing someone could ever carry or pull out.</p><p></p><p>I don't want to force us into the kind of thread madness that went down elsewhere, re: "realistic" gun damage, but I do think this is a common system issue--how do you make guns at least feel scary, without completely sidelining all melee combat. There are setting fixes, I think, like having certain kinds of PCs and enemies be mostly or fully immune to guns (like insect spirits in Shadowrun, for example, or specific resistances in supers games), but from a core mechanics POV it's just real tricky.</p><p></p><p>This doesn't address the melee-and-guns issue, but as far as interesting, maybe-even-realistic gun damage goes, I like how the new Twilight 2000 handles it. It's less about guns doing horrendous amounts of damage, but rather them being more likely to cause a critical injury, which could take you out of the fight (or possibly kill you) regardless of points lost. Seems to really simulate the fact that some people can get very lucky and survive multiple bullet wounds with relatively little effect, and yet a single stray round could just straight-up murder you.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8307846, member: 7028554"] The reasons were different, but even old school World of Darkness, with all of its modern-day-urban focus, couldn't figure out how to handle guns. I liked the normal/aggravated damage mechanic, since it made perfect sense to have a vampire or werewolf regenerate pretty quickly from a bullet wound, but nurse a claw slash for a long while. But the damage for guns was just so piddly. I wound up bumping it up for every kind of gun, not for balance reasons, but because it constantly broke the fiction. A pistol was just the worst, most laughable thing someone could ever carry or pull out. I don't want to force us into the kind of thread madness that went down elsewhere, re: "realistic" gun damage, but I do think this is a common system issue--how do you make guns at least feel scary, without completely sidelining all melee combat. There are setting fixes, I think, like having certain kinds of PCs and enemies be mostly or fully immune to guns (like insect spirits in Shadowrun, for example, or specific resistances in supers games), but from a core mechanics POV it's just real tricky. This doesn't address the melee-and-guns issue, but as far as interesting, maybe-even-realistic gun damage goes, I like how the new Twilight 2000 handles it. It's less about guns doing horrendous amounts of damage, but rather them being more likely to cause a critical injury, which could take you out of the fight (or possibly kill you) regardless of points lost. Seems to really simulate the fact that some people can get very lucky and survive multiple bullet wounds with relatively little effect, and yet a single stray round could just straight-up murder you. [/QUOTE]
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