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RE: [HoE] Re:Massive Damage



>> I've noticed PCs usually get off very lightly when
>> confronted with massive damage.  A solution to this 
>> would be reduce effectivness of armor... kevler
>> probably isn't much help from an explosion.  
>> (It would help with shrapnel though)
>> 
>> Any one else got any thought on this?
> 
> I agree completely.  Most of the time, it's far easier
> to kill someone w/ a derringer than a stick of
> dynamite.  I've been contemplating using the BNW
> system for massive damage (i.e. roll damage- wounds
> are applied to EVERY part of the body.), to put the
> fear of TNT back into my posse.

With explosions, the main damage component is the concussion of the blast
(well, and the shrapnel, but that's not so much a factor with WW dynamite.)

So, they way I do it is to apply two lots of damage. Firstly, roll damage
normally (3D20 or what-have-you) and apply it all to wind. The PC is pretty
much guaranteed to be knocked unconscious, and as per usual: for every
multiple of wind they get a wound to the guts. Secondly, apply 1/10th of the
total as wounds to every area of the body (rather than the usual 1/6th for
wounds for a normal sized person).

So...
3D20 usually averages about 33 hits, so that's going to be 33 wind (for your
average PC with 16 or so wind that's going to be unconscious and 1 guts
wound) plus (3.3 = ) 3 wounds to every area of the body. 

Sure, it's nasty, but then it should be. Chips can be spent as usual to
reduce the initial roll, but rather than the 5,10,15, which is a little
powerful in this case, I made it 3,6,9.

What do you all think?

Brian "Blow 'em up!" Leybourne.

.-->
"The Web brings people together because no matter what kind of a twisted
sexual mutant you happen to be, you've got millions of pals out there. 
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Brian Leybourne
brian.leybourne@airnz.co.nz
bleybourne@hotmail.com
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