Jul 10 12:04 1998
To: Froccer
To: Jerm
To: Jert
From: Dan
Subject: re:Hit Loc. and Dodge
>> As what was stated early in our conversations about this (I think Sean was
>> the one who expressed it) This system is supposed to be fast, and due to
>> the waste of time trying to do a reasonable hit location it will slow down
>> the battle. If it were up to me this is how I would do it with hit location
>>
>> 1-5 Upper body hit
>> 6-10 Lower body hit
>>
>> Upper body Chart
>> 1 Head
>> 2,3 Left Arm
>> 4,5 Right Arm
>> 6-10 Main Body
>>
>> Lower body hit
>> 1,2 Left Leg
>> 3,4 Right Leg
>> 6-10 Main Body
>>
>> A simple roll of two 10's would decide on the area hit by the shot.
>>
>
>This is not a bad idea. I would however suggest that you identify your 10's
>as upper / lower body, and body location dice before you roll your 20. This
>way, you can roll all three dice at once, not wasting time to make a separate
>roll for body location if you hit. This would save a little time, but the GM
>would have to be on top of the rules, so he doesn't have to look at a chart
>every time somebody scores a hit.
>
In that case if you wanted to you should make it a percentile based.
>> This system may slow down the game so an alternative I would suggest is this:
>>
>> Greater than 8 is a hit ( I hate 5, that means you hit 75% of the time, unrealistic)
>> Shot hits the head natural 19
>> natural 20 is double damage
>>
>
>Don't like it. This means that I hit a person's head 5% of the time. This also
>means that opponents shooting at me hit my head 5% of the time! This makes the
>game much more lethal. I would not want to play anything other than a juicer, or
>a guy in a glitterboy suit because once in every 20 shots made against me, I
>would be rolling up a new character!
>
>I do realize that the body hit location system detailed at the start of this
>section does the same thing (50% chance of hitting the upper body + 10% chance
>in hitting the head = 5% chance of hitting the head on every shot). You may want
>to restrict a head hit to rolling both 1's on your 10's (making it only a 1% chance).
>
>I think we need to talk about it some more.
That statement in the first bit isn't necessarily true, please check with my
next e-mail concerning armor breakdown.
I don't think 5% is unreasonable, If I remember correctly with concern with
general paladium rules, that without a helmet you have an A.R. of 18 which
means that if you roll an 18 or higher, you don't hit the armor. Why can't
we implement one number (a high one) to distinguish a head hit?
>
>> Called shot to a body part (excluding head) 12 or greater - a miss results
>> in a main body shot.
>> Called shot to a difficult target (i.e. head or gun) 17 or higher - a miss
>> of 12 or lower means you miss the target completely
>>
>> This eliminates the bonuses to dodge on small targets and makes a guy think
>> twice about calling a shot to the head all the time (which is what is
>> happening now).
>>
>
>Actually Dan, I haven't seen anybody make a head shot yet. Have things changed
>since I left to the point where everyone is now shooting at each other's head?
>
Head shots are definately more frequent, Myself and Baker don't shoot
bursts any more, all are aimed and called to the head. We get +6 to strike
with all our bonuses and well if you only need a 12 to hit a called shot
then pow! If you don't get the 12 you hit the main body so who cares. I'm
trying to prevent a person from aiming for the head like baker and me.
Dan