Ranger REG
Explorer
With regards to body hit locations, I'd rather leave that as a variant rules. Even I won't use it myself.Moridin said:Not clunky at all...but why do you need a hit location chart for that? Why can't that just be the normal description type stuff you use in combat? See, to me, hit points represent more than just how much damage you can take, encompassing everything from near-misses and glancing blows to actual physical damage. Otherwise, the HP increase as you gain experience makes little sense. Just because I've been in combat longer means my body can take more damage? Seems odd.
To be honest with you, I too don't like the idea of distributing a ship's total hit points toward specific ship's functions or systems. That's too much calculating and bookkeeping, every time a general hit reduces the ship's total hit points, you have to randomly determine which systems' hit points go down too.Moridin said:While I sympathize with Ranger REG's desire to target ship components in combat, I don't think a distributed hull point system is the answer. After all, how would you cover all the possibilities? What's to say that one ship's shield generators don't take up 80% of its hull points, while another takes up a measly 10%? You can never cover all the possibilities like that. I have yet to find a suitable mechanic for targeting individual sections (such as Engineering, Bridge, etc.), though targeting individual weapon batteries, external shield generators, etc. is as simple as considering them individual targets with their own hull points, Defense, etc.
It's better to have the system itself have separate hit points, or better yet, something along the line of the Injury System (using ship's damage like OFFLINE, DAMAGED, DESTROYED, etc.). And that is something the Engineer can try to fix. ("Ye have mo' power, but da engine cannae take any mo' hit, cap'n!")
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