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Ballistic cover penetration thoughts...
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<blockquote data-quote="jonrog1" data-source="post: 567419" data-attributes="member: 189"><p>Is that how that mechanism works? Funny, I thought it was cleaner than that. I was using a more streamlined way from misunderstanding it.</p><p></p><p>How about :</p><p></p><p>a.) 50% miss chance from the total concelament. (good approximation of not wanting to break it down to 5 ft. sections)</p><p></p><p>b.) As modern weapons just pack more kinetic punch, ONLY the hardness applies because the force is applied over such a tiny area.</p><p></p><p>The idea is, I want to hack my way through a door with an axe, yeah, I need to do 20 hp with the hardness 5 taken into account, but at the end of that, the door is <em>destroyed</em> and cannot really give total concealment anymore. ("Heeerrreee's Johnny!")</p><p></p><p>But I SHOOT at the door, the hardness sucks up 5 points of the damage, but the bullet keeps going and delivers the rest of its damage to the target behind if it does indeed hit. That allows a door to protect you from , say, a .22, but not from heavy automatic weapons fire.</p><p></p><p>The hardness multiplies by the inch, so three inches of heavy, solid wood (which is a lot heavier than most people would think) would suck up 15 points of standard ballistic damage.</p><p></p><p><em>Spycraft Modern Arms Guide</em> does a great job of differentiating between "soft" targets and "hard" targets and the differing efects of armor piercing rounds, etc. For specifically AP rounds, half the hardness of the protection, but then they do less damage to "soft targets" because they punch right through.</p><p></p><p><em>Deeds Not Words</em> is a phenomenal piece of work and they have a rating for armor "Damage Resistance/Ballistic Damage Resistance" or DR/BDR which seems the perfect blend of complexity vs. simplicity for streamlined gameplay. For more detailed stats and system, see the <em>Spycraft</em> book referenced above.</p></blockquote><p></p>
[QUOTE="jonrog1, post: 567419, member: 189"] Is that how that mechanism works? Funny, I thought it was cleaner than that. I was using a more streamlined way from misunderstanding it. How about : a.) 50% miss chance from the total concelament. (good approximation of not wanting to break it down to 5 ft. sections) b.) As modern weapons just pack more kinetic punch, ONLY the hardness applies because the force is applied over such a tiny area. The idea is, I want to hack my way through a door with an axe, yeah, I need to do 20 hp with the hardness 5 taken into account, but at the end of that, the door is [i]destroyed[/i] and cannot really give total concealment anymore. ("Heeerrreee's Johnny!") But I SHOOT at the door, the hardness sucks up 5 points of the damage, but the bullet keeps going and delivers the rest of its damage to the target behind if it does indeed hit. That allows a door to protect you from , say, a .22, but not from heavy automatic weapons fire. The hardness multiplies by the inch, so three inches of heavy, solid wood (which is a lot heavier than most people would think) would suck up 15 points of standard ballistic damage. [i]Spycraft Modern Arms Guide[/i] does a great job of differentiating between "soft" targets and "hard" targets and the differing efects of armor piercing rounds, etc. For specifically AP rounds, half the hardness of the protection, but then they do less damage to "soft targets" because they punch right through. [i]Deeds Not Words[/i] is a phenomenal piece of work and they have a rating for armor "Damage Resistance/Ballistic Damage Resistance" or DR/BDR which seems the perfect blend of complexity vs. simplicity for streamlined gameplay. For more detailed stats and system, see the [i]Spycraft[/i] book referenced above. [/QUOTE]
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