QUOTE (_Pax._ @ Sep 29 2012, 10:20 AM)

.... which makes zero sense to me.
Regular Ammunition costs 20¥ for a box of ten, whether you're buying it for a 4P holdout, or a 9P antimateriel rifle.
Why should arrows be any different?
... yeah. New houserule: Arrows do not have Ratings. F*ck that noise.
The logic behind it that I've heard proposed elsewhere is that the arrows need to be stronger and heftier in order to have/survive the potential energy necessary to cause the higher levels of damage. It makes some sense but also feels like a balancing mechanic to me.
QUOTE (Tymeaus Jalynsfein @ Sep 29 2012, 11:36 AM)

Well, a Bow/Arrow is NEVER going to approach the damage of an Assault Cannon in real life. And yet, in game, an Arrow
can penetrate a Tank. SOund a little off to you? It does to me.

*shrug*
From the stories I hear on here, it's possible for a power throwing munchkin to toss a
dwarf through a tank, I think an arrow is slightly more believable personally...

Longbows had a pretty good history of penetrating plate mail when hitting the right spots from the right angles after all.
In all seriousness however, I would agree that arrow vs. tank seems more than a bit comic book/bad action movie and that the lack of penetration ratings is mostly the issue. I'm no expert and am not going to attempt to do the physics required to back up my position w/ empirical data, but it makes logical sense to me that a harpoon sized advanced materials arrow fired from a future tech bow of appropriate pull strength for a character strong enough to carry ~200lbs w/o fatigue should be able to do roughly equivalent damage as most man deployable firearms to a "soft" target on a shot by shot basis.
The bow rating x 1.5 damage cap bit seems particularly misguided as it seems to be working exclusively against the character's skill and accuracy w/ the bow which would be a major determining factor in being able to effectively damage targets as the armoring increases IMO (ie:being able to hit the vulnerable spots/chinks in the armor). I understand the wish to streamline the combat rules in general and agree that penetration of an arrow should be inferior to a ~20mm high velocity artillery round, but this seems like an overly selective and not very well thought out attempt.
I'm still kind of hazy on vehicle damage rules at this point but when dealing w/ personal armor I think the existing rules for ballistic armor converting all DV that doesn't exceed its rating to stun does a relatively decent if simplistic job of modeling penetration resistance in many cases (if they felt they really
had to get rid of penetration values on damage). Penetration ratings for all damage seems like a better solution overall, but maybe a simple blanket rule for small arms/projectile weapon vs. vehicular armor could fix the arrow/dwarf projectile vs. tank issue in a more equitable manner if they wanted to simplify?