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General Tabletop Discussion
*TTRPGs General
Any RPG systems have good Firearms rules and feel ?
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<blockquote data-quote="S'mon" data-source="post: 1129513" data-attributes="member: 463"><p>Re rifle bullets, the 5.56mm NATO round is technically .22 calibre, but of course is a lot deadlier than a pistol .22LR. Velocity is important.</p><p></p><p>Re 'stopping power', IRL a .22 may not be likely to knock you unconscious or kill you instantly, but most real people who take any bullet wound are immediately 'hors de combat' due to shock at being wounded - as much a psychological effect as a physical one. This is less true of people who've been wounded in battle previously (veterans), or those in an altered mental state (eg high on drugs, berserkers, dervishes). So a system that gives a 1 in 9 chance to incapacitate mooks with a .22 hit seems ok to me.*</p><p></p><p>D&D's dying rules are really bad, of course, but rem that even if you stabilise (as most characters reduced to -1 or -2 will), you can still die later if not attended to.</p><p></p><p>*The best realistic system for this I know of was Twilight 2000/Traveller New Era, where wounds reduced your Initiative, reduced to 0 meant you were incapacitated. A minor wound did -1 to Initiative, which would incapacitate Novices, like most civilians. A severe wound was -3 Initiative, which would incapacitate Experienced characters, while a critical wound was -5 Initiative, which would incapacitate all but the Rambo types. It did a good job of simulating the way normal people are incapacitated by relatively minor wounds, while veterans could keep going despite multiple minor injuries. For both though, death from mortal wounds worked the same way - veterans don't shrug off Barrett .50 hits IRL. Unfortunately the rules for determing a PC's starting Initiative sucked.</p></blockquote><p></p>
[QUOTE="S'mon, post: 1129513, member: 463"] Re rifle bullets, the 5.56mm NATO round is technically .22 calibre, but of course is a lot deadlier than a pistol .22LR. Velocity is important. Re 'stopping power', IRL a .22 may not be likely to knock you unconscious or kill you instantly, but most real people who take any bullet wound are immediately 'hors de combat' due to shock at being wounded - as much a psychological effect as a physical one. This is less true of people who've been wounded in battle previously (veterans), or those in an altered mental state (eg high on drugs, berserkers, dervishes). So a system that gives a 1 in 9 chance to incapacitate mooks with a .22 hit seems ok to me.* D&D's dying rules are really bad, of course, but rem that even if you stabilise (as most characters reduced to -1 or -2 will), you can still die later if not attended to. *The best realistic system for this I know of was Twilight 2000/Traveller New Era, where wounds reduced your Initiative, reduced to 0 meant you were incapacitated. A minor wound did -1 to Initiative, which would incapacitate Novices, like most civilians. A severe wound was -3 Initiative, which would incapacitate Experienced characters, while a critical wound was -5 Initiative, which would incapacitate all but the Rambo types. It did a good job of simulating the way normal people are incapacitated by relatively minor wounds, while veterans could keep going despite multiple minor injuries. For both though, death from mortal wounds worked the same way - veterans don't shrug off Barrett .50 hits IRL. Unfortunately the rules for determing a PC's starting Initiative sucked. [/QUOTE]
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Any RPG systems have good Firearms rules and feel ?
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