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AP Rounds in NEW
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<blockquote data-quote="raspberryfh" data-source="post: 7250654" data-attributes="member: 6895432"><p>I mean, SOAK is SOAK. You don't look at an elephant or a giant crocodile and say, "Welp, I guess this thing is gonna soak up my AP bullets without any trouble. Better break out the hollow-point rounds!"</p><p></p><p>And by basic math (shown in the post above), the only time hollow point rounds are tactically appropriate is against targets with 0-1 SOAK (that are easy enough to hit with -1d6 to attack) or when combined with SOAK reducing exploits (e.g. weak point).</p><p></p><p>From a 'common sense' standpoint, the ammunition types should have the following flavors and consequences. There should be a choice to make in your loadout and a benefit for making the right one.</p><p></p><p>Hollow-point: Much higher damage against lighter armored targets. Weaker against armor because the bullets shatter on impact [right now, it actually is more effective against a heavily armored target because they are easier to hit]</p><p></p><p>Armor-piercing: An effective way to partially negate heavy armor, punching through a target's armor to wound the vulnerable person inside. This is less effective against lighter armored targets, where the round passes through too easily. [currently just straight up better in almost every situation and with no downside]</p><p></p><p>Here was the idea my players and I have settled on for now:</p><p></p><p></p><p></p><p></p><p></p><p>With those changes, a SOAK of ~8-9 tends to be the break point where it is better to use AP rounds instead of HP bullets. I did a lot of math to come up with my preferred balance for each option (i.e. the specific amount of soak negated/increased and the relative change to damage dice). You can see it <a href="https://docs.google.com/spreadsheets/d/104-ftCfne4GP8ZVh0UFTHzcIdb6E0LUGN3SybXPD5Gc/edit#gid=0" target="_blank">here</a>.</p></blockquote><p></p>
[QUOTE="raspberryfh, post: 7250654, member: 6895432"] I mean, SOAK is SOAK. You don't look at an elephant or a giant crocodile and say, "Welp, I guess this thing is gonna soak up my AP bullets without any trouble. Better break out the hollow-point rounds!" And by basic math (shown in the post above), the only time hollow point rounds are tactically appropriate is against targets with 0-1 SOAK (that are easy enough to hit with -1d6 to attack) or when combined with SOAK reducing exploits (e.g. weak point). From a 'common sense' standpoint, the ammunition types should have the following flavors and consequences. There should be a choice to make in your loadout and a benefit for making the right one. Hollow-point: Much higher damage against lighter armored targets. Weaker against armor because the bullets shatter on impact [right now, it actually is more effective against a heavily armored target because they are easier to hit] Armor-piercing: An effective way to partially negate heavy armor, punching through a target's armor to wound the vulnerable person inside. This is less effective against lighter armored targets, where the round passes through too easily. [currently just straight up better in almost every situation and with no downside] Here was the idea my players and I have settled on for now: With those changes, a SOAK of ~8-9 tends to be the break point where it is better to use AP rounds instead of HP bullets. I did a lot of math to come up with my preferred balance for each option (i.e. the specific amount of soak negated/increased and the relative change to damage dice). You can see it [URL="https://docs.google.com/spreadsheets/d/104-ftCfne4GP8ZVh0UFTHzcIdb6E0LUGN3SybXPD5Gc/edit#gid=0"]here[/URL]. [/QUOTE]
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