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> How could we treat less lethal armaments more realistically?
Wounded Ronin
post Jun 3 2008, 03:04 AM
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In SR3 there was often no real reason to do physical over stun. Stun damage was just as "reliable" in dropping an enemy and in a sense harder to get rid of quickly since it couldn't be magically healed like physical could. It was in effect very easy for a group of players to decide to be nonlethal good guys and their code of honor only became a tactical liability in certain very limited situations, like if they had to fight a robot or something without a stun track.

In reality, though, things are more complicated. You don't tase someone three times and then he's incapacitated and slightly burnt for the next several hours. He might be incapacitated as long as you're giving him current but as soon as you stop actively zapping him he's fine. If you shoot someone with a beanbag round ( http://en.wikipedia.org/wiki/Flexible_baton_round ) it's probably not going to be equally incapacitating over the course of the next several hours as a load of buckshot from the same weapon.

Would the choice between lethal and nonlethal weapons be more meaningful if nonlethal weapons like the tasers were basically less effective? Would the player character choice become more meaningful as it would be electing for a larger handicap?
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