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*TTRPGs General
making firearms more deadly (deadlier?)
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<blockquote data-quote="CarlZog" data-source="post: 2278028" data-attributes="member: 11716"><p>Well, at the risk of sounding like a broken record, this one of the big reasons I like Alternity. It replaces hit points with a "durability" system that classifies damage as fatigue, stun, wounds, and mortal damage. The points are based on attributes, and don't ramp up with experience like d20.</p><p></p><p>Damage from a firearm will depend on how good the shot was. Alternity has degrees of success in using a weapon. A perfect shot may yield serious mortal damage and very possibly kill the target with a single bullet. A lousy shot may hit the target, but only stun him. </p><p></p><p>Success is based on your character's skill with that particular weapon. Circumstances like the target's movement and cover, your movement and position, etc. will make success more difficult, but there is no AC-based to-hit number. Armor acts solely as DR.</p><p></p><p>Part of what makes this deadly is secondary damage -- enough of one type leads to the more serious type. And vice versa. Add to this, optional "dazed" rules in which your character suffers penalties to his attempted actions after suffering too much damage.</p><p></p><p>The combination of factors makes it a very good idea to get out of the way of someone waving a gun at you.</p><p></p><p>Carl</p></blockquote><p></p>
[QUOTE="CarlZog, post: 2278028, member: 11716"] Well, at the risk of sounding like a broken record, this one of the big reasons I like Alternity. It replaces hit points with a "durability" system that classifies damage as fatigue, stun, wounds, and mortal damage. The points are based on attributes, and don't ramp up with experience like d20. Damage from a firearm will depend on how good the shot was. Alternity has degrees of success in using a weapon. A perfect shot may yield serious mortal damage and very possibly kill the target with a single bullet. A lousy shot may hit the target, but only stun him. Success is based on your character's skill with that particular weapon. Circumstances like the target's movement and cover, your movement and position, etc. will make success more difficult, but there is no AC-based to-hit number. Armor acts solely as DR. Part of what makes this deadly is secondary damage -- enough of one type leads to the more serious type. And vice versa. Add to this, optional "dazed" rules in which your character suffers penalties to his attempted actions after suffering too much damage. The combination of factors makes it a very good idea to get out of the way of someone waving a gun at you. Carl [/QUOTE]
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