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Adjustments For d20 Weapons Locker
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<blockquote data-quote="HellHound" data-source="post: 2283026" data-attributes="member: 3397"><p>So... if a bullet has the ability to move the target backwards five feet... wouldn't firing a burst of 5 rounds from submachinegun move the shooter back 25 feet? After all, a bullet gets momentum FROM somewhere, and the acceleration of the bullet actually produces MORE energy than the impact, since the bullet loses some momentum as it travels.</p><p></p><p>If anything, the belief that being hit by a bullet will send someone flying backwards five feet is something based on movies and TV shows, not reality. </p><p></p><p>Let's take this system to the extreme... a .22 round deals 2d4 damage. With this system, average Joe -WILL- be knocked back 5 feet from a .22 impact. As a footnote, a .22 round will NOT knock over a jug of water, nor a can of pop in most cases. On average, we are looking at a knockback roll of 12.5 for the firer and 10.5 for average Joe. But the possibility exists that this same shot will knock Joe back 10 feet. Stop and look around you. Ten feet is the distance from one side of my bedroom to the other, wall to wall. </p><p></p><p>Now, a lot of bullets pass through the victim... so we are often not dealing with 100% transfer of energy... Conservation of energy indicates that the firer would also have to make this save to prevent himself from flying back 10 feet. I just can't see it.</p><p></p><p></p><p>So, failure to stabilize a .50 BMG can quite likely be a FATAL injury to a green soldier? (level 1 normal, with average hit points).</p><p></p><p></p><p>If a .45 ACP and a .22LR possessed exactly the same effect in the d20 system, they would deal the same damage. They don't. A majority of .45ACP firearms deal 2d6 damage, while a majority of .22LR firearms deal 2d4 damage.</p></blockquote><p></p>
[QUOTE="HellHound, post: 2283026, member: 3397"] So... if a bullet has the ability to move the target backwards five feet... wouldn't firing a burst of 5 rounds from submachinegun move the shooter back 25 feet? After all, a bullet gets momentum FROM somewhere, and the acceleration of the bullet actually produces MORE energy than the impact, since the bullet loses some momentum as it travels. If anything, the belief that being hit by a bullet will send someone flying backwards five feet is something based on movies and TV shows, not reality. Let's take this system to the extreme... a .22 round deals 2d4 damage. With this system, average Joe -WILL- be knocked back 5 feet from a .22 impact. As a footnote, a .22 round will NOT knock over a jug of water, nor a can of pop in most cases. On average, we are looking at a knockback roll of 12.5 for the firer and 10.5 for average Joe. But the possibility exists that this same shot will knock Joe back 10 feet. Stop and look around you. Ten feet is the distance from one side of my bedroom to the other, wall to wall. Now, a lot of bullets pass through the victim... so we are often not dealing with 100% transfer of energy... Conservation of energy indicates that the firer would also have to make this save to prevent himself from flying back 10 feet. I just can't see it. So, failure to stabilize a .50 BMG can quite likely be a FATAL injury to a green soldier? (level 1 normal, with average hit points). If a .45 ACP and a .22LR possessed exactly the same effect in the d20 system, they would deal the same damage. They don't. A majority of .45ACP firearms deal 2d6 damage, while a majority of .22LR firearms deal 2d4 damage. [/QUOTE]
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