I am thinking for some time now how to use the old beta the best and what to modify. Well...
About the damage system:
We have this guardsman, named Bob. He has a flak armour (4 head, 5 on the rest of the body). He has a toughness bonus of 4.
He got struck by a bolt shell in the left leg. The bolter deals 1d10+5 pen 4. The bolt rolls a 9(+5), a total of 14.
He reduces the damage by 1 from the armour, and 4 from his TB. The new result is now 9 point of damage.
My system took an idea from the normal injuries and critical injuries.&amp;amp;nbsp;
Every time you reach the target's TB (4 in this case), you will give an additional +5 damage to the hit location. In this situation, we have reached Bob's TB twice! Giving a whole +10 extra damage to the hit location. Now the damage Bob's leg receives is 19! Now we look at chart and figure out what the damage have of effect.
IF he receives another shot in the same leg, you just add the new damage to the his current value (19+x).
- All body parts have their own values. You can easily have 14 damage on the Head, another 4 on the left Arm, and 19 on Left Leg.
What you do here is stretching the area of possible hit results. This may lead to deadly hits by luck, making them more dangerous and less predictable.
I have also read this thread
and I see the problem. I am convinced, that if the rules dictate nonsense results, than more handwaving is not the answer and not a reason to keep bad rules.
There also is this thread
and while I like such HP-free, location-wound-only concepts in other PnP systems, I find the semi random result tables in DH quite intriguing and would like to keep them.
So, what actually is their problem?
What I don't like is that many hits (the first ones, but see the 12 lasguns example from the other thread) leave the target with some abstract thing called wound, which isn't really something worth the name but more a promise to do worse damage next time. In this sense it is not very different from silly Healthpoints-systems from old videogame-imitating 80s PnP systems.
Still, what you (Scyndria) do doesn't really change this fact, but just lets you reach the dangerous effect more often and earlier by already high damage results, increasing the meaning of the damage roll and of prior wounds.
But I also wouldn't just increase the weapon damage, since there still is armour and toughness, and hits not penetrating the armour are perfectly OK.
- A bonus on the damage result table (as if everyone already had a wound) or, equivalently, lowering the result numbers.
- Some effects, or maybe a single one with some kind of characteristic test, for results 0-10, more like in the old beta before update 3.
- Some kind of combinations of the first two options, making hits really dangerous, but with specifying wounds by location, making characters more durable again and the called shot more useful.
Thoughts on that?
Just theory so far, I am not even playing DH yet.
Edited by Kuanor, 08 March 2014 - 10:58 PM.