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pmulcahy11b
03-25-2013, 12:21 PM
It (literally) just occurred to me that the problem with different ammunition types of the same chambering might be partially solved by assigning extra damage points, adjusting the penetration (if necessary), defining the circumstances that the extra points apply, and in some cases, an increase or decrease in range.

For example a hollowpoint might be characterized as +2 damage against unarmored persons, dropping the penetration down by one place, and dropping the range by 5%.

Tegyrius
03-25-2013, 07:03 PM
That's pretty much what we did for Reflex/2013. Hollowpoints were +2 Damage and 1 step worse Penetration, armor-piercing rounds were -1 Damage and 1 step better Penetration.

- C.