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I had another question again this came up as we march forward with the UA Mush. Guns seem to have a little quirk i never really thought of. Guns don’t have set minimums damages. So a nick with a shotgun does the same amount as a nick with a .22 hold out. Doesn’t that seem just a bit weird? Now I understand you can destroy someone with firearms if your skilled. But isn’t that why .45 are so popular. A hit anywhere will knock you flat and put the hurt, .22 are a different matter and magnums can leave golf ball holes. Where the balance for these weapons? Anyone made up a system for this? I just figured I’d give a bonus to damage equal to the 10’s place of the caliber. .22 does +2, +5 to .50, etc!
Don’t worry about it. If you tally all the damage the low roll discrepency won’t ever come up.
C.
I think the way it is seems reasonable. Someone might only get hit by a small part of a shotgun blast and it might only wing his ear. Also, a large bullet might simply take off a pinky finger.
The mechanic isn’t perfect, but I think it is good enough.
The problem i always struggle with is that if you are shot or stabbed, you might not die for hours but the way damage is done is usually all at once.
Which is a good point. I always tell my players after they have been shot or stabbed they need first aid or risk more damage. So then the gunshot will kill them in hours…or instantly. Perhaps bleed off a body point a minute until theres at least local pressure.
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