Talvieno wrote: ↑Tue Sep 12, 2017 9:32 am
Yes, that could be handy, but the issue I typically come up against is that I'm never good at pinning those values down in my head. I'm not sure how to describe different "types" of damage, effectiveness, effectiveness while wearing armor, etc. At some point it all comes down to something like a super-complicated hitpoint system. REKT has an inherent advantage over something like D&D specifically because it does
not have a hitpoint system, which means I can leave you limping along for an extra turn if I feel like it, just so you can have an epic moment or complete the mission. (e.g. Dino managing to drag himself to the alien ship to set up a beacon before he died) So while some values might be handy ("Does heavy damage to unarmored targets/light damage to armored targets" etc), other things wouldn't so much. It's difficult to decide exactly how far to take it, though.
not claiming any completeness but i think most of that can be done within the general modifier-adding system thats in place already.
weapons do damage based on some general table based on their rolls (mostly a GM guide but also for player information of the skill ceiling), using a very general light/medium/large damage/injury like i already outlined.
with something like
- <2 does medium damage to wielder
- 2 does light damage to target
- 3-4 does medium damage to target
- 5 does heavy damage to target
- 6 does heavy damage to target + whatever gm thinks of as "went too well" penalty
the list above could be a generally used list or be an individual list for each piece of equipment (depending on how much effort the GM wants to spend on it during play)
armor and effectiveness against armor is a modifier.
- no armor +-0
- light infantry armor/unarmored vehicle -1
- heavy infantry/light vehicle armor -2
- heavy vehicle armor -3
- dont bother capital ship/building/bunker/PLOT armor. only touched by special RP/story actions (like the nuking or getting capital turrets fire on it)
armor piercing weapons partially negate armor penalties.
a gauß rifle would have a +1 modifier neutralising light armor and weakening the effects of other armor with it maxing out at +0. as armor piercing doesnt give you anything when its already unarmored.
the damage system i outlined is mostly a roleplaying outline anyway, to be handled how the GM thinks of as adequate.
heavy damage could mean something like dino's death crawling or just straight up rapid unplanned disassembly.
its a guideline defining rough effects, nothing hard that'd force the GM to do something if e were to adamantly stick to the rules.