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by Ogo (on the GURPS boards) (not verified) - 2010-03-04 06:42
Short answer: I dunno!
Let's leave aside the bullet damage issue -- the amount of brainpower visited on that subject by the gun nuts on the GURPS forums is frightening enough to believe it's generally OK.
If DR represents "stopping all force and objects from getting through" and EP represents, "letting force, but not the damaging object itself through," it's a matter of determining a) what those numbers are for a given armor material, and b) how each damage type plays with those numbers. And I don't know what realistic values for a) and b) should be. And, c) it should be relatively simple to use in play.
Without any evidence, I'm instinctively in favor of the "all of nothing" tweak for EP. If a weapon breaks through the "stopping all force and objects" hard part, the "stops objects but not force" soft part wouldn't do much either, would it? The odd detail of a stab-through-mail producing a small crushing (damage within EP) and a small impaling (damage above EP) wound doesn't seem right either.
The DR and EP concept you've laid out here looks good, it's just bullets and ballistic armor that don't fit very well. How well do bullets punch through mail and plate? How well does ballistic armor protect against bats, or swords?
There might be three possible numbers for a given piece of armor:
* How well it keeps its shape and rigidity; raw material strength (DR, sort of)
* How difiicult it is to break through to reach the wearer directly (EP)
* How well it disperses or absorbs force (the quality inherent to ballistic armors, also represented by DR).
This last quality could be represented with a Damage Reduction number, but assessing realism is next to impossible, and retaining playability is quickly going out the window...
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Short answer: I dunno!Let's
Short answer: I dunno!
Let's leave aside the bullet damage issue -- the amount of brainpower visited on that subject by the gun nuts on the GURPS forums is frightening enough to believe it's generally OK.
There might be three possible numbers for a given piece of armor:
This last quality could be represented with a Damage Reduction number, but assessing realism is next to impossible, and retaining playability is quickly going out the window...