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<blockquote data-quote="nnms" data-source="post: 5798151" data-attributes="member: 83293"><p>It's definitely worth tweaking based on genre. But even then, I still don't like the idea of an AK-47 getting the best possible hit and the highest damage roll possible and it still needing to be dismissed as either actually being a miss or some sort of graze.</p><p></p><p>I'd probably make everyone's health above 1 be "luck" or "avoiding harm" and have it only refresh at the end of a scenario. So when your luck is running out, catching a bullet becomes far, far more likely. That way you create the expectation of injury only being described when the gunshot reduces health to 0 or lower. It's already sort of implicit or necessary as far as the normal rules go, so why not make it explicit at the table?</p><p></p><p></p><p></p><p>In Trail, That's on page 65. I don't quite think it goes far enough though. Also, if you do manage to scuffle with someone with a gun, the bullet mysteriously does less damage again, reverting to just +2 for point blank and no longer tripled.</p><p></p><p></p><p></p><p>In Trail, I only found what happens when you spend it and no real mention of how long it takes. Given that the game is based on scenes and you can only fix what damage was taken in the last scene, I'd probably have it take a lot longer than the instantaneous spend it implies. In fact, I'd probably say it causes a "getting someone medical attention" scene after the fact.</p><p></p><p>In a sci-fi game where they could have spray-on wound sealant and nano-healers, i can see a more instant approach.</p></blockquote><p></p>
[QUOTE="nnms, post: 5798151, member: 83293"] It's definitely worth tweaking based on genre. But even then, I still don't like the idea of an AK-47 getting the best possible hit and the highest damage roll possible and it still needing to be dismissed as either actually being a miss or some sort of graze. I'd probably make everyone's health above 1 be "luck" or "avoiding harm" and have it only refresh at the end of a scenario. So when your luck is running out, catching a bullet becomes far, far more likely. That way you create the expectation of injury only being described when the gunshot reduces health to 0 or lower. It's already sort of implicit or necessary as far as the normal rules go, so why not make it explicit at the table? In Trail, That's on page 65. I don't quite think it goes far enough though. Also, if you do manage to scuffle with someone with a gun, the bullet mysteriously does less damage again, reverting to just +2 for point blank and no longer tripled. In Trail, I only found what happens when you spend it and no real mention of how long it takes. Given that the game is based on scenes and you can only fix what damage was taken in the last scene, I'd probably have it take a lot longer than the instantaneous spend it implies. In fact, I'd probably say it causes a "getting someone medical attention" scene after the fact. In a sci-fi game where they could have spray-on wound sealant and nano-healers, i can see a more instant approach. [/QUOTE]
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