#1
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Possible Fix Idea
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%.
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#2
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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.
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Clayton A. Oliver • Occasional RPG Freelancer Since 1996 Author of The Pacific Northwest, coauthor of Tara Romaneasca, creator of several other free Twilight: 2000 and Twilight: 2013 resources, and curator of an intermittent gaming blog. It rarely takes more than a page to recognize that you're in the presence of someone who can write, but it only takes a sentence to know you're dealing with someone who can't. - Josh Olson |
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