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On Tue, 2 Dec 2003 23:03:23 -0000, "David Meadows" <[EMAIL PROTECTED]> wrote: >"Wayne Shaw" <[EMAIL PROTECTED]> wrote in message >news:[EMAIL PROTECTED] >> On Tue, 2 Dec 2003 22:29:07 -0000, "David Meadows" >> <[EMAIL PROTECTED]> wrote: >> >> >> >> >> And yet you find shotguns knocking out supers acceptably believeable. >> > >> >Umm... yeah... >> > >> >Or, let me put it this way: I would expect Batman to survive a shotgun >hit >> >to the chest (Kevlar costume) but be knocked flat and stunned by it; I >would >> >expect Superman to laugh at it. The analogues of those characters in my >> >campaign would react similarly. >> >> But you apparently expect people who are literally incapable of being >> hurt by the Body to be able to be knocked out by the stun. >> Alternatively, you use a much large ration of regular defense to >> resistant than has been in the case in any campaign I've ever seen, >> since it require a ration of 5:1. > >But the damage ratio isn't *guaranteed* to be 5:1. There's always an And that's my point; someone who is completely unconcerned about the Body of the attack shouldn't be worried they're going to get flattened by a single hit from the Stun of the weapon, and with moderate sized killing attacks that's exactly what the standard rule does threaten to do. >uncertainty, meaning the player has to think about how much risk he's >willing to accept when he designs the character. This is no difference, in >principle, to deciding whether to buy 12 rPd and be completely bullet-proof >or gamble on 8 rPD being bullet-proof *enough*. There's always a random >factor in incoming damage. I don't see why the random factor inherent in the >stun multiplier is so objectionable to people. Because it's _too_ random and linear. No other effect in the game turns so much on the roll of single D6.
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