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General Tabletop Discussion
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SOAK and damage types
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6356825" data-attributes="member: 20805"><p>The way I have been running SOAK is that weapon damage is blocked by generic SOAK, and this includes magical/psionic attacks that specify 'physical damage'. Everything else needs to have the specialized SOAK for that specific damage type.</p><p></p><p>I imagine that advanced armors have 'environmental soak' that would block the natural elements (fire/cold/etc) while specialized armor would still be needed to block the weird damage types {sonic/ion/radiation}. </p><p></p><p>As to stacking SOAK, I think this has to be part of the rule set but some simple means to avoid misuse of basic armor types. I haven't been asked this question {playing OLD so less of an issue} but I love CP2020 which does have this as an issue. What do you do with a character who gets subdermal armor Soak 5, Kevlar jumpsuit Soak 5, tailored ballistic clothing Soak 10, and a Kevlar vest Soak 15? Does he get a total Soak of 35?</p><p> In a WEG Star Wars game I have a character that is close to this level of armored and playing him is a blast, there have been battles in which I was shooting at the stormtroopers grenades at point blank range in order to trigger them.</p><p></p><p> I think it has to be up to the GM, but a sidebar on the hazards of allowing one high SOAK tank while other PCs are squishy should be included. I would allow the aforementioned stacking up to SOAK 35 because it makes sense. Wearing a Kevlar Vest with a powered exoskeleton doesn't.</p><p></p><p>In my OLD playtest, I have already encountered issues with SOAK at low levels and think that 1 point of damage per die should always breach soak as minimum damage. This allows for stacking while not having to track damage to armor or other note-taking intensive method.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6356825, member: 20805"] The way I have been running SOAK is that weapon damage is blocked by generic SOAK, and this includes magical/psionic attacks that specify 'physical damage'. Everything else needs to have the specialized SOAK for that specific damage type. I imagine that advanced armors have 'environmental soak' that would block the natural elements (fire/cold/etc) while specialized armor would still be needed to block the weird damage types {sonic/ion/radiation}. As to stacking SOAK, I think this has to be part of the rule set but some simple means to avoid misuse of basic armor types. I haven't been asked this question {playing OLD so less of an issue} but I love CP2020 which does have this as an issue. What do you do with a character who gets subdermal armor Soak 5, Kevlar jumpsuit Soak 5, tailored ballistic clothing Soak 10, and a Kevlar vest Soak 15? Does he get a total Soak of 35? In a WEG Star Wars game I have a character that is close to this level of armored and playing him is a blast, there have been battles in which I was shooting at the stormtroopers grenades at point blank range in order to trigger them. I think it has to be up to the GM, but a sidebar on the hazards of allowing one high SOAK tank while other PCs are squishy should be included. I would allow the aforementioned stacking up to SOAK 35 because it makes sense. Wearing a Kevlar Vest with a powered exoskeleton doesn't. In my OLD playtest, I have already encountered issues with SOAK at low levels and think that 1 point of damage per die should always breach soak as minimum damage. This allows for stacking while not having to track damage to armor or other note-taking intensive method. [/QUOTE]
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