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> I think I thought of a new way RPGs could handle damage and wounding with guns, Let me know if it's a good idea or not
Wounded Ronin
post Apr 29 2008, 09:05 PM
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So, I have an idea of how maybe RPGs could handle trauma and wounding to be realistic, but also to get away from anything having to do with any sort of hitpoint system, or anything resembly a hitpoint system. I think this is mandated by the fact that you have some situations where a person is shot once and dies or is incapacitated immediately (like Brandon Lee), but there are also many situations where a person is shot a whole bunch of times and is not incapacitated (for some reason I immediately think of the pirate Blackbeard, or was it Bluebeard?), and in many cases it seems like luck is the key factor deciding the way things turn out. Using any system that tallies prior trauma and results in an incapacitation when some total is reached, like hitpoints or a Condition Monitor, it's really hard to account for the rare cases where someone takes a huge amount of trauma but isn't stopped.

I propose a RPG system where any time someone is shot, there's a certain probability that the person is incapacitated, and a certain probability that the person is dead, but we don't keep track of prior trauma in reference to a certain total where incapacitation is certain. Instead, we just rely on the fact that if the person rolls the dice for getting wounded many times it becomes more and more likely that we'll get a result of incapacitation or dead.

We could handle things like calibers and hollow points and other things that affect deadliness of weapons by adjusting the probabilities of a kill or an incapacitation. For example, 9x19mm FMJ would have a smaller chance of killing or incapacitating you with any given hit than .45 ACP FMJ, but either would have a probability of doing so. For something like .50 BMG the probability could get very large, perhaps taking up the majority of possible results.

Called shots would be handled by giving the shooter a difficult initial to-hit, but once he does hit the wounding "table" he rolls on has probabilities greatly adjusted towards a more likely kill or incapacitation, i.e. a headshot table.

Armor would "cover up" certain possible results representing how vital organs are protected, so that if you rolled certain results that would otherwise kill or incapacitate, but the target were wearing armor and the NIJ level of the armor were high enough, you'd instead get a result of no trauma.

You'd still keep track of total amount of wounding for the purpose of blood loss, healing, disability, or whatever, later on.
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