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<blockquote data-quote="Water Bob" data-source="post: 6621958" data-attributes="member: 92305"><p>Glad you find some of it useful. That's why I post it, for GMs like you.</p><p></p><p></p><p></p><p></p><p></p><p></p><p>First, let me say that I don't use all of these tweaks in my game. In fact, I only use a couple of them. The rest are really just food for thought. Different GMs can take what they want and mold the game to their tastes. That's the idea, anyway.</p><p></p><p>I just wrote that optional rule last night, and this morn, I'm not sure how I feel about it. Usually I put more thought into the rules, but this one just came to me real quick. So, I jotted it down.</p><p></p><p>As far as your comment...</p><p></p><p></p><p></p><p>I did consider Hardness. But, I don't think that Hardness would absorb damage. So, my thoughts were more like this....</p><p></p><p>The Shield has Hardness 6 and 6 HP, hit by 28 points of damage. 28 - 6 Hardness = 22 points of damage. The weapon soaks up 6 points of damage, but Hardness does not. Hardness is just a resistance. It takes 12 points of damage to do 6 HP on the shield.</p><p></p><p>Given that thinking, 22 points is delivered to the character.</p><p></p><p></p><p></p><p></p><p>Maybe that approach is too finicky. I think this rule needs some more work, or thought, anyway. I like the idea, and I may use it in my game. But, it's not ready yet.</p><p></p><p>Weapons shouldn't shatter that often, so I don't want them shattering all the time because of this rule. There's that to consider.</p><p></p><p>Also, I don't want to lessen the impact of the Massive Damage rule and make the overall game less gritty. My thought was that <em>sometimes</em> a weapon could step in and take some of the damage that a character would take from a Massive Damage blow.</p><p></p><p>I dunno. This one needs to go back into the oven for a bit.</p><p></p><p>If you hadn't commented, I probably would have deleted the post this morn.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6621958, member: 92305"] Glad you find some of it useful. That's why I post it, for GMs like you. First, let me say that I don't use all of these tweaks in my game. In fact, I only use a couple of them. The rest are really just food for thought. Different GMs can take what they want and mold the game to their tastes. That's the idea, anyway. I just wrote that optional rule last night, and this morn, I'm not sure how I feel about it. Usually I put more thought into the rules, but this one just came to me real quick. So, I jotted it down. As far as your comment... I did consider Hardness. But, I don't think that Hardness would absorb damage. So, my thoughts were more like this.... The Shield has Hardness 6 and 6 HP, hit by 28 points of damage. 28 - 6 Hardness = 22 points of damage. The weapon soaks up 6 points of damage, but Hardness does not. Hardness is just a resistance. It takes 12 points of damage to do 6 HP on the shield. Given that thinking, 22 points is delivered to the character. Maybe that approach is too finicky. I think this rule needs some more work, or thought, anyway. I like the idea, and I may use it in my game. But, it's not ready yet. Weapons shouldn't shatter that often, so I don't want them shattering all the time because of this rule. There's that to consider. Also, I don't want to lessen the impact of the Massive Damage rule and make the overall game less gritty. My thought was that [I]sometimes[/I] a weapon could step in and take some of the damage that a character would take from a Massive Damage blow. I dunno. This one needs to go back into the oven for a bit. If you hadn't commented, I probably would have deleted the post this morn. [/QUOTE]
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