QUOTE (Stahlseele @ Mar 1 2016, 10:14 PM)

Because Troll Street Sam usually have more Problems with Stun Damage than Mages, due to the mages usually having a higher willpower and thus longer stun track i guess.
Exactly. It's not unlikely for a troll to have 13+ physical and 9-10 mental track, which makes taking stun damage very dangerous as you go down much faster in a firefight.
QUOTE (DeathStrobe @ Mar 2 2016, 05:50 AM)

Stun can be healed with slap patches. Physical cannot be. So that's a thing.
Oh I thought you could only ignore wound penalties from stun. Still, the stun comes back after some time, possible knocking you unconscious and over-bleeding into physical. Sometimes it's better to have a troll with 7-8 physical damage and no stun, than a troll with 4-5 stun after a fight than suddenly drops unconscious on the way out while being in pursuit of corpsec. Still a very relevant observation for purposes of firefight endurance, especially if you can wake the troll with yet another stimpatch.
QUOTE (Sengir @ Mar 2 2016, 01:21 PM)

How about a slightly modified version of that: All P damage additionally causes the same amount (or half as much, or two thirds) in stun damage, while armor only reduces damage but does not shift it to stun.
The root of the problem you are describing is that there are two damage tracks, and players have at least some control over which track the damage goes to when taking or dealing damage. So if you want to do away with that (and don't consider it a feature), you either have to remove the separate tracks, or stop players from being able to choose where the damage goes.
Blunt trauma can also rupture blood vessels, organs, and everything, causing significant (read: often fatal) internal bleeding...
All physical damage also causing Stun is not very realistic as you can get shot and hardly even feel it, besides i would make wound penalties horrendous. A bullet that penetrates you cleanly will feel a lot different than a bullet that has it's impact spread over a large area (blunt trauma). My old house rule in SR4 for similar though, as armor resisting the attack meant damage was halved AND converted to stun. Makes armor a lot better, and APDS more important.
As for the Blunt weapon issue, it's true that complications can arise such as internal bleeding, but it's statistically a lot less likely than from a piercing or slashing attack - most blunt impacts causes bruises, breaks bones, but the force is always spread over a much larger area than a bullet, arrow or even knife. Also, external bleeding is generally what renders you unable to fight in a low-tech battle with clubs and swords. If we want to similate such things the optional "Severe Wounds" rules in Augmentation fits well, as you can get bleeding per round or internal bleeding, unconsciousness, broken bones etc. as result. The damage minimum for triggering is 7 wounds, or glitching/critical glitching a damage resistance test. I'm assuming since there is not really higher wound capacity (boxes) is SR5, it can be used as is. Damage values are higher, but number of attacks/bullets doing damage are lower, and armors have higher values, so it should balance out. It does add complexity to a game that does not really need it though.
None of these really addresses the issue that a club is more lethal than a knife, or that against an unarmored human, a Club is as dangerous as a Katana. If you want to hear a whole argument if why that is nonsense, here's a video:
sword vs quarterstaff If you have a better source or argument I would like to hear it. A simple solution might just be to nerf the damage of blunt weapons overall (str/2+x), but that makes them completely useless. Instead I want to keep them as a good option to do less lethal damage or for parrying in close combat, yet outclassed if you just want to kill someone. I have yet to find a good way to implement that.
A third solution is to make edged weapons different, maybe require less strength and have higher base, but that would make close-combat characters focusing on strength not want them. Hmm just to throw out some numbers there:
knife: str/2 +3 - average 5p
Combat Knife: str/2+4 average 6p
forearm blade: str/2 +4
sword str/2 +6 average 8P
katana str/2 +6
polearm str/2 + 6
Not sure if I would want to do this though. Maybe I'll just accept it as it is and assume the PCs will choose whatever they think they like the most. I do wish it was a way for clubs etc. to do less lethal damage, or that it was different in scale of escalation to go from a club to sword, in real life it sure is, as well as legally in many places. While a baseball bat can be considered a deadly weapon in many cases depending on use, a large knife, sword or pistol will always be considered so in it's own right. "I just want to stab him a bit" is not a valid excuse, but grabbing a chair and smashing someone in an argument causing little damage will not always be considered assault with deadly weapon.
Old Shadowrun had different legal codes depending on weapon possessed, used or threatened with - I kind of miss that.