Thoughts on Weapon Damage and Accuracy
Posted: Sun Jul 08, 2007 1:44 pm
The thing that most people don't think about is that there are two different mechanisms in RPGs that reflect the accuracy of an attacker.
First, there is the attack roll. This determines whether or not the target is hit at all (or, at times, whether the target is hit hard enough to inflict any damage.
Second, there is the damage roll itself. To some extent, this also reflects the variety in hitting power with melee weapons; a normal human character isn't going to hit with the exact same force every time, so the damage dice reflect, in part, how much energy the character is able to muster up for each hit.
But with many weapons (guns, crossbows, traps, spells, etc), the actual force of the attack should be a constant; the first bullet in a gun has the same amount of force as the second bullet from the gun.
This is where accuracy comes in.
When a character aims a gun and squeezes the trigger, the force behind the bullet remains the same every time.
So why is the damage (potentially) different each time?
Because the bullets hit in different parts of the body.
If, for example, a revolver does 5d6 worth of damage, and the shooter fires 3 times at the same target (or a number of targets that are essentially the same; a group of like-sized humans, for example).
Assume that his strike rolls are all sufficient to inflict some sort of damage on the targets.
The shooter's damage rolls are:
5
15
30
What this means is:
On the first shot, the bullet only grazes the target; it's just a minor flesh wound.
On the second shot, the bullet hits the right area. If the shooter was firing for the torso, the bullet will have hit the main body directly, not just grazed it, and the shot will knock the target (an average human, with 15 HP) unconscious (or partially conscious, but unable to effectively move/act).
On the third shot, the bullet hits the target's heart (or similarly vital organ), outright killing the target (by dropping it to -15 HP).
The rolls mean this because otherwise things don't make sense; it's obvious that a shot that does 5 HP is not a direct bullet to the heart, just as it's obvious that a shot that drops the target to -15 HP isn't just a minor graze.
Which goes back to the point; damage dice represent accuracy.
At least, accuracy within a hit. They show how good the hit is.
All the strike roll does is to determine IF the strike hits, which is only part of the overall accuracy of an attack.
What this means is that, because damage rolled reflects the accuracy of the attack, that the accuracy of of an attack should be reflected in the damage the target recieves.
The problem is, most systems don't operate this way.
For example, in Palladium's system a sniper has +2 to strike because he is accurate.
He has a targeting sight, which gives him +1 to strike.
He has a well-balanced weapon, which gives him another +1 to +2 to strike.
But that doesn't make a lot of sense.
If you have a sniper with a good scope and an accurate weapon, the game mechanisms only give him a better chance of hitting the target's torso, instead of also giving him a better chance to hit a vital organ.
That doesn't make a lot of sense, because surely a sniper with that much accuracy would be able to more easily hit the heart than some guy with a cheap gun, firing with a lot less accuracy.
In the above example, the sniper is just aiming for the Torso of the target.
In Palladium's system, the sniper has the option, if time allows, to instead aim for the target's heart specifically.
In this case, the same formula listed above applies to the new target (the heart).
5 points of damage means that the bullet grazes the heart.
15 points of damage is a pretty direct hit to the heart.
30 points of damage is the best hit possible.
Of course, even 5 points of damage to the HEART is pretty significant (at least, for a normal human).
There are two ways that the rules address this.
1. There is the indication in multiple areas that a called shot to a vital area results in a Critical Hit (x2 damage or more).
2. There are the Common Sense rules regarding firearms; the GM can rule triple damage, or simply declare the target killed outright).
In the case of a critical hit, that 5 points of damage would be at least 10 points of damage. This would leave an average person conscious, but bleeding out heavily, unconscious in just a few rounds.
That's not too bad a representation of a bullet grazing the heart.
If the original roll was 15 points of damage, then it would be doubled to 30 points of damage, which would kill a normal person outright.
Again, not too bad a representation of a bullet to the heart.
Of course, all this is without taking SDC into account.
And it's without taking Natural 20s into account.
And it's assuming that the target is a normal human, not a Juicer or superhuman, or high-level PC.
Anyway, just some random musings.
First, there is the attack roll. This determines whether or not the target is hit at all (or, at times, whether the target is hit hard enough to inflict any damage.
Second, there is the damage roll itself. To some extent, this also reflects the variety in hitting power with melee weapons; a normal human character isn't going to hit with the exact same force every time, so the damage dice reflect, in part, how much energy the character is able to muster up for each hit.
But with many weapons (guns, crossbows, traps, spells, etc), the actual force of the attack should be a constant; the first bullet in a gun has the same amount of force as the second bullet from the gun.
This is where accuracy comes in.
When a character aims a gun and squeezes the trigger, the force behind the bullet remains the same every time.
So why is the damage (potentially) different each time?
Because the bullets hit in different parts of the body.
If, for example, a revolver does 5d6 worth of damage, and the shooter fires 3 times at the same target (or a number of targets that are essentially the same; a group of like-sized humans, for example).
Assume that his strike rolls are all sufficient to inflict some sort of damage on the targets.
The shooter's damage rolls are:
5
15
30
What this means is:
On the first shot, the bullet only grazes the target; it's just a minor flesh wound.
On the second shot, the bullet hits the right area. If the shooter was firing for the torso, the bullet will have hit the main body directly, not just grazed it, and the shot will knock the target (an average human, with 15 HP) unconscious (or partially conscious, but unable to effectively move/act).
On the third shot, the bullet hits the target's heart (or similarly vital organ), outright killing the target (by dropping it to -15 HP).
The rolls mean this because otherwise things don't make sense; it's obvious that a shot that does 5 HP is not a direct bullet to the heart, just as it's obvious that a shot that drops the target to -15 HP isn't just a minor graze.
Which goes back to the point; damage dice represent accuracy.
At least, accuracy within a hit. They show how good the hit is.
All the strike roll does is to determine IF the strike hits, which is only part of the overall accuracy of an attack.
What this means is that, because damage rolled reflects the accuracy of the attack, that the accuracy of of an attack should be reflected in the damage the target recieves.
The problem is, most systems don't operate this way.
For example, in Palladium's system a sniper has +2 to strike because he is accurate.
He has a targeting sight, which gives him +1 to strike.
He has a well-balanced weapon, which gives him another +1 to +2 to strike.
But that doesn't make a lot of sense.
If you have a sniper with a good scope and an accurate weapon, the game mechanisms only give him a better chance of hitting the target's torso, instead of also giving him a better chance to hit a vital organ.
That doesn't make a lot of sense, because surely a sniper with that much accuracy would be able to more easily hit the heart than some guy with a cheap gun, firing with a lot less accuracy.
In the above example, the sniper is just aiming for the Torso of the target.
In Palladium's system, the sniper has the option, if time allows, to instead aim for the target's heart specifically.
In this case, the same formula listed above applies to the new target (the heart).
5 points of damage means that the bullet grazes the heart.
15 points of damage is a pretty direct hit to the heart.
30 points of damage is the best hit possible.
Of course, even 5 points of damage to the HEART is pretty significant (at least, for a normal human).
There are two ways that the rules address this.
1. There is the indication in multiple areas that a called shot to a vital area results in a Critical Hit (x2 damage or more).
2. There are the Common Sense rules regarding firearms; the GM can rule triple damage, or simply declare the target killed outright).
In the case of a critical hit, that 5 points of damage would be at least 10 points of damage. This would leave an average person conscious, but bleeding out heavily, unconscious in just a few rounds.
That's not too bad a representation of a bullet grazing the heart.
If the original roll was 15 points of damage, then it would be doubled to 30 points of damage, which would kill a normal person outright.
Again, not too bad a representation of a bullet to the heart.
Of course, all this is without taking SDC into account.
And it's without taking Natural 20s into account.
And it's assuming that the target is a normal human, not a Juicer or superhuman, or high-level PC.
Anyway, just some random musings.