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by Ogo (on the GURPS boards) (not verified) - 2010-03-03 02:50
I hear you, on the question of bullet damage. I rationalize it by saying that the "modifiers", if they existed, would basically even out. As in, the damage as listed represents the energy of the bullet hitting you. Then there would be a big divisor representing how little mass a bullet has, then a big multiplier representing the deep wound. Call it "high velocity tiny impaling" and be done with it :)
Regarding bullets, ballistic armor and EP, you may need to come up with a fourth category for it. I don't know if the "very flexible" bucket is right because I am not sure kevlar is just a really good version of chainmail or a different substance entirely. 4/2* sure looks different from 35/5* or whatever!
You could also have both DR and EP count as DR vs. bullets but that would inflate the value of ballistic armor rather than deflate it.
Another idea I'm toying with is saying that imp damage always halves EP, instead of setting the EP of certain armors lower vs imp
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I hear you, on the question
I hear you, on the question of bullet damage. I rationalize it by saying that the "modifiers", if they existed, would basically even out. As in, the damage as listed represents the energy of the bullet hitting you. Then there would be a big divisor representing how little mass a bullet has, then a big multiplier representing the deep wound. Call it "high velocity tiny impaling" and be done with it :)
Regarding bullets, ballistic armor and EP, you may need to come up with a fourth category for it. I don't know if the "very flexible" bucket is right because I am not sure kevlar is just a really good version of chainmail or a different substance entirely. 4/2* sure looks different from 35/5* or whatever!
You could also have both DR and EP count as DR vs. bullets but that would inflate the value of ballistic armor rather than deflate it.
Another idea I'm toying with is saying that imp damage always halves EP, instead of setting the EP of certain armors lower vs imp