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The Armor adds to damage resistance when penetrated because it still has an impact on the damage inflicted. The armor absorbs some of the damage (and kinetic force) as the bullet passes through. The reason it is physical damage is because the bullet actually successfully penetrated the armor, rather than the stun of a non-penetrating attack.
Blah blah, first off, again, I don't care how current armor works (except that it is too readily available and you can stack too much, but that isn't a problem at my table), I was trying to help the OP out.
Second, you're right. The armor does have a say in what sort of damage a penetrating projectile causes... usually it makes it deal more damage. This is clearly seen in gel tests regarding a 5.7 (used by the P90 and Five-seveN), but works for plenty of rounds. I mention 5.7 rounds specifically because there is less of a clusterfluff of videos so you're more likely to find the ones I'm talking about in a google search if you care enough to do one.
Knives and piercing weapons work similarly. If you've got enough force to penetrate to the hilt you have enough force to penetrate to the hilt. Period. That extra half an inch of armor between your skin and the hilt does approximately dick-all. You should be able to google an American Solider (Officer Candidate no less!) who died because he bet another American Solider that the vest would stop a combat knife. Something that would be hilarious if it wasn't true.
Point is, penetrated armor is not your friend. It makes bullets worse (slowing them down to cause more hydro-static shock on a through and through or making more interesting tumble patterns on a round that stays inside you) and stabbing/slashing weaponry accomplish practically the same with a wee bit more effort on the wielders part. The only area where the current rules make sense from a realism standpoint is potentially blunt force trauma, although this is likely because it makes sense mentally and there are no hard statistics currently (because it is an outdated method of killing people as far as modern warfare is concerned).
But, again, I have no beef with how Armor,or Body, or Soak rules work in game (aside from retarded stacking). I mainly don't have a problem with how they work because they are
EASY. Easy rules -- easy to implement, easy to roll, easy to remember -- are the cornerstone of good TTRPG rules as far as I'm concerned. I was merely making a suggestion for someone who apparently
does have a beef with how damage works in his game.
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A few thoughts:
1: The strike that got through was a lucky one.
2: You're not always able to hit the exact same square centimeter spot you did when the last attack got through.
3: You're hitting a different piece of body armor (first you hit the guy in the chest, second you hit him in the thigh).
IIRC there's already suggestions on how to handle armor degradation in the game rules.
For the love of god don't get me started on any of this.
Too late.
Yes I was discussing the effect of ONE penetrating shot and why Armor shouldn't help you
soak that ONE penetrating shot if you're worried about "realism." Obviously a second round fired shouldn't get through unless it too mechanically penetrated the protection in question. Yes there are types of armor where once penetrated by a single round they become useless to all others, but I will assume that sort of armor is as antiquated in Shadowrun as it is in modern times (now if we could only get Soldiers to stop wearing the stuff). Point is, I was talking about a round by round basis.
You shouldn't have even mentioned the centimeter by centimeter tracking of armor as a concept. The people who post on any given forum represent a small portion of a community compared to those that just read or lurk. I am absolutely positive that the Adrian Monk of Gamemastering is right now drawing up a painstaking implementation of how to do this. You just made his players miserable. I hope you're proud of yourself, Spellbinder.
As to Armor degradation: I see a lot of this in video games. Cute concept, horrible execution. Same goes for how it is implemented in TTRPGs. Horrible bullshit which over complicates the system for everyone. The only thing this is useful for is if everyone at your table likes arguing at the tops of their lungs for the sake of accomplishing nothing except confusing everyone around you (typical TTRPG arguing), and if that is the case you could accomplish the same amount by participating in your local government. The best form of armor degradation is to tell the player, after combat, "I think we can agree that X piece is trashed and you need to buy a new one," which serves as downtime-upkeep and doesn't slow the game down any.