Re: Rules question: Damage

Part of thread: Rules question: Damage · 1 reply ↳ In reply to Re: Rules question: Damage — dcnilsen13 Re: Rules question: Damage — dcnilsen13
I remember the TML flame wars. I did like using D10 for firearms but also
like using other dice for different circumstances, but I always recognized
the false idea many of the complainers had WRT lethality. Shock is usually
the biggest killer.

For players, I never did instant kill anyway, but always used mortal
wounds, coupled with chances for permanent injuries (nerve damage, limps,
amputations etc) which I also did in my SWRPG & AD&D games

- Sent from my SM-N900T
On Apr 7, 2014 8:08 AM, <> wrote:

>
>
> Since the original Traveller just had you subtract hits out of your stats,
> people moving over to TNE might not have caught that. But we actually got
> the most letters from T2K players who wouldn't have the same excuse. They
> also mostly wanted to argue about point-blank pistol shoot-outs which was
> also a different issue in addition.
>
> > probably didn't catch on to that back in the day
> > didn't send any letters, but its good to know
> > Tim
> > On Monday, April 7, 2014 1:08 AM, ""
> > <> wrote:
> >
> > Â
> >>Derek is correct, DV = dice of personnel damage, except if it's a laser.
> >>
> >>TNE/House system had a dynamic that could look confusing until you got
> >>used to it, across the transition from personnel-scale damage to vehicle
> >>scale damage where there was penetration value and penetration rating. We
> >>tried to get rid of this over time by just expanding it to PV at each
> >>range.
> >>
> >>Here's an important thing to remember about House Rules damage. You have
> >>to use ALL of the effects rules, including Knockdown and Stun. We got
> >>letters all the time from T2K saying it didn't do enough damage, but
> >> these
> >>players weren't using Knockdown and Stun, so of course it didn't seem to
> >>do much. Some of that may have been caused by the fact that Wound Effects
> >>was on a different page from calculating damage, but it's all part of the
> >>same rule.
> >>
> >>> Iirc i'm at a 7 year olds birthday. The 6 armor absorbs 6 dice of dmg
> >>> and
> >>> the remaining 4d6 apply to the test subject within.
> >>>
> >>> Derek Stanley
> >>> Sent from my iPhone...
> >>>
> >>>> On Apr 5, 2014, at 14:38, <> wrote:
> >>>>
> >>>> In amongst all these setting questions, I wanted to get Dave and the
> >>>> groups' advice on some rules questions that have long bugged me. I
> >>>> still struggle to work with the various Pen rating, pen value, damage,
> >>>> damage value distinctions introduced in TNE. Below is a question
> >>>> someone else asked long ago, but it is a question I never quite got to
> >>>> the bottom of:
> >>>>
> >>>> You know, that brings up a question I've had ever since I got the
> >>>> original FFS: In the instances of KEAP warheads and Lasers, there are
> >>>> two values: Damage (emphatically purported to be against "soft"
> >>>> targets
> >>>> only) and DV (which is used against armored targets).
> >>>>
> >>>> Now generally, when I'm making a multi-cm gun, it's not going to be
> >>>> used
> >>>> against "soft" targets. But if it was, it would probably vaporize
> >>>> whoever it hit. The Damage and DV may or may not say that, but you get
> >>>> hit by a 1 inch shell and you're not going to wake up in the morning.
> >>>>
> >>>> All right, so here's where it's really tricky. Say I'm shooting at
> >>>> some
> >>>> one wearing battledress. Let's say my gun has a DV of 10 (with pen1)
> >>>> and
> >>>> the armor is only AV6. So, that 4 points of DV that's left; what does
> >>>> it
> >>>> to to the meat-bag? Do I apply a 4/10 multiplier to the "soft" Damage
> >>>> and use that to hit the target, or do I use those 4 points in some
> >>>> other
> >>>> way, like maybe directly? (And if I do it that way, wow does that make
> >>>> the gun rather wimpy!)
> >>>>
> >>>>
> >>>
> >>
> >>
> >>
> >>
> >>
>
>
>