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Why do guns do so much damage?
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<blockquote data-quote="Grendel_Khan" data-source="post: 8294033" data-attributes="member: 7028554"><p>Yeah I’m over-generalizing a bit, since a flintlock ball is pretty bad at cutting through stuff compared to a modern bullet, but that calculation you did wasn’t getting into edge geometries either. But I honestly think that video just isn’t telling us anything all that useful. They’re using a chopper, not a more traditional sword, they’re hitting the hood at the perfect angle for chopping, and it’s not a test of penetration, the way a bullet would, but a weird sort of hacking. So we don’t know how much energy is left behind.</p><p></p><p>But here’s my bigger question: Why pursue this sword trutherism? Like do we really think swords have been unfairly maligned and shelved by Big Gun? The house rules you laid out above seem like a great way to deal with them in the specific setting and system you’re using. But even if flintlock guns are scary, they have tons of problems that make melee weapons still super-viable.</p><p></p><p>EDIT: Forgot to add that muzzle velocities are a tricky thing to apply directly to damage/penetration. If you look at the pure numerical differences between gun muzzle velocities you could come up with some very unrealistic damage comparisons. The size of bullets, the way they tumble, the way they lose energy at different ranges...it’s all very crazy and hard to model. For games I personally think the more important thing is the idea of the gun, the idea of a sword, etc. We’re just playing with various tropes and genre conventions, right? Once you start reverse engineering stuff with math and physics you should start having ogres constantly tip over and 20 different tables to determine how each kind of weapon deals with each layered material in someone’s armor.</p></blockquote><p></p>
[QUOTE="Grendel_Khan, post: 8294033, member: 7028554"] Yeah I’m over-generalizing a bit, since a flintlock ball is pretty bad at cutting through stuff compared to a modern bullet, but that calculation you did wasn’t getting into edge geometries either. But I honestly think that video just isn’t telling us anything all that useful. They’re using a chopper, not a more traditional sword, they’re hitting the hood at the perfect angle for chopping, and it’s not a test of penetration, the way a bullet would, but a weird sort of hacking. So we don’t know how much energy is left behind. But here’s my bigger question: Why pursue this sword trutherism? Like do we really think swords have been unfairly maligned and shelved by Big Gun? The house rules you laid out above seem like a great way to deal with them in the specific setting and system you’re using. But even if flintlock guns are scary, they have tons of problems that make melee weapons still super-viable. EDIT: Forgot to add that muzzle velocities are a tricky thing to apply directly to damage/penetration. If you look at the pure numerical differences between gun muzzle velocities you could come up with some very unrealistic damage comparisons. The size of bullets, the way they tumble, the way they lose energy at different ranges...it’s all very crazy and hard to model. For games I personally think the more important thing is the idea of the gun, the idea of a sword, etc. We’re just playing with various tropes and genre conventions, right? Once you start reverse engineering stuff with math and physics you should start having ogres constantly tip over and 20 different tables to determine how each kind of weapon deals with each layered material in someone’s armor. [/QUOTE]
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Why do guns do so much damage?
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