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<blockquote data-quote="ledded" data-source="post: 1294698" data-attributes="member: 12744"><p>While I agree with you on some of the mechanics, we 'fixed' a few of these things ourselves. We use the VP/WP system, and to make guns feel a little more dangerous we upped all gun damage by a die (and changed the stats on guns we felt were not done right). Not perfect, but the system is flexible enough to handle it without breaking. As far as the Burst fire/feat thing, I feel it's a good balance feature that may not be entirely realistic, but somewhat so. I've fired an automatic weapon attempting to 'burst', and not being trained to do so, I didnt do very well. On single shots I did great (being a pretty good shot), but full-auto and burst I didnt do well at all against a single target. So I've always felt that works just fine. But if you dont, it's easy to house rule a penalty for burst fire (-6?) instead of disallowing it entirely without the feat.</p><p> </p><p>Here I have to agree completely. While untrained or non-lethal street brawling is not quite as deadly or damaging as hitting someone with a stick in real life, there should be some way for an experienced brawler or martial artist to knock someone out that is at least possible or feasible. We use the VP/WP system, so when someone runs out of vitality, you dont do any WP damage with non-lethal hits, but the victim has to save as if you did (DC5 + total damage done that round) to remain conscious (another house rule). It's still pretty hard to knock someone out, though if you are a good brawler you can still force a pretty high fort save on someone, especially if you hit them more than once in a round. Is that realistic? I dunno, I've seen a lot of 'untrained' brawls where people get hit an awful lot without being knocked out. This works pretty well for us though without making non-lethal brawling overpowered.</p></blockquote><p></p>
[QUOTE="ledded, post: 1294698, member: 12744"] While I agree with you on some of the mechanics, we 'fixed' a few of these things ourselves. We use the VP/WP system, and to make guns feel a little more dangerous we upped all gun damage by a die (and changed the stats on guns we felt were not done right). Not perfect, but the system is flexible enough to handle it without breaking. As far as the Burst fire/feat thing, I feel it's a good balance feature that may not be entirely realistic, but somewhat so. I've fired an automatic weapon attempting to 'burst', and not being trained to do so, I didnt do very well. On single shots I did great (being a pretty good shot), but full-auto and burst I didnt do well at all against a single target. So I've always felt that works just fine. But if you dont, it's easy to house rule a penalty for burst fire (-6?) instead of disallowing it entirely without the feat. Here I have to agree completely. While untrained or non-lethal street brawling is not quite as deadly or damaging as hitting someone with a stick in real life, there should be some way for an experienced brawler or martial artist to knock someone out that is at least possible or feasible. We use the VP/WP system, so when someone runs out of vitality, you dont do any WP damage with non-lethal hits, but the victim has to save as if you did (DC5 + total damage done that round) to remain conscious (another house rule). It's still pretty hard to knock someone out, though if you are a good brawler you can still force a pretty high fort save on someone, especially if you hit them more than once in a round. Is that realistic? I dunno, I've seen a lot of 'untrained' brawls where people get hit an awful lot without being knocked out. This works pretty well for us though without making non-lethal brawling overpowered. [/QUOTE]
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