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> Armor damage conversion, Strange results...
Mäx
post Sep 4 2010, 04:37 PM
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QUOTE (sabs @ Sep 4 2010, 07:31 PM) *
his freaking 16 dice of reaction

Care to share with the class how your gun-mage has 16 reaction?
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Yerameyahu
post Sep 4 2010, 04:50 PM
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I don't think that's the assumption I'm making. What I'm saying is there's not much fluff or 'cool' in letting someone (somehow) 'choose' to let a bullet avoid their armor, *for the purpose* of avoiding a numeric anomaly in the rules. It just screams metagaming; it's not a decision a character would make, but instead a player. They *shouldn't* have more control because "they think it would benefit them."
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LukeZ
post Sep 4 2010, 10:30 PM
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QUOTE (Yerameyahu @ Sep 4 2010, 04:50 PM) *
I don't think that's the assumption I'm making. What I'm saying is there's not much fluff or 'cool' in letting someone (somehow) 'choose' to let a bullet avoid their armor, *for the purpose* of avoiding a numeric anomaly in the rules. It just screams metagaming; it's not a decision a character would make, but instead a player. They *shouldn't* have more control because "they think it would benefit them."


And removing the armor conversion effect?
The type of the attack would be fixed and determined by the attacker... (not exactly a "solution", but a mitigation of the "effect")

This post has been edited by LukeZ: Sep 4 2010, 10:30 PM
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Voran
post Sep 4 2010, 11:35 PM
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You could fiddle with armor a bit to make it more consistent in effect, but I've given myself headaches trying to find a balance in that.

Alternately I pondered the idea of not having stun damage roll into physical damage, perhaps not until the stun track is doubled in overflow, instead representing how much longer you remain unconscious, but it hasn't been playtested, so i have no idea if its even worth trying.
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