The way damage and armour interact has come under a lot if criticism, and at first I agreed with most of it, but on further reflection perhaps it's better than we first thought.
Firstly, what does damage actually mean in MGT?
The criticism seems based on the fact that armour values are quite puny, and even with good armour a character could take damage from even a lowly pistol hit. However, in MGT, not every point of damage is the same as the other.
Characters are not wounded until they take hits in two physical attributes. They are severely wounded when all 3 physical attributes take damage. As in combat damage comes off Endurance first, it's not until they've lost all their Endurance and take hits on their DEX or STR instead that they're injured.
So what does this mean to characters?
Severely wounded can be considered to be a torso hit, bad bleeding, broken limbs, several lesser wounds, or worse. It impacts on movement, and both STR and DEX will lose mods or gain penalties to reflect lesser capability. It is also hard to heal without surgery and a proper medic. Most likely END will be at 0, meaning a -3 to hits returned due to medical care, unless surgery can restore some points.
Wounded can be considered a limb hit or a bad cut, or a nasty but not life threatening blast of shrapnel. One active attribute will be affected, losing bonuses and making the character less capable in combat, or any physical task. Again, END is likely to be 0 but healing is a bit easier with rest.
When just Endurance has taken hits, what does this mean? Being winded? Light concussion? Bruising and pain? Flesh wounds? Minor cuts? Only the END mod is affected, so the more active stats of STR and DEX are unchanged - in combat capability is generally unaffected, though the character is more prone to fatigue. This END is recovered quite quickly, a 1D + END bonus per day. Even badly bruised characters (END 0) have a good chance at healing quickly, and a bit on medical care to start, could be right as rain in a couple of days. A bad beating? A fall without any more serious injury?
So my second point is: what does it actually feel like to be hit by rounds when wearing body armour? I've never been in combat, but surely that has to register somehow - you can't just shrug it off like a girly slap.
Has anyone here actually been hit while wearing body armour? All I have to go on is the telly, but there if someone takes a hit to their flak vest their knocked down and winded, probably bruised, maybe even a broken rib or two. Is this a realistic depiction?
So maybe a character hit by a pistol while wearing cloth should take a few END hits, to represent being knocked over, winded, bruised, etc. Several hits like this is going to injure a character eventually, just through accumulated pain.
So, maybe armour values aren't that wrong after all. I still might add a few points myself as a houserule, and will come up with more kinds of cloth at different tech levels (unless Mercenary is already dealing with this..?). But it seems that looking deeper into damage and healing that the MGT model is quite sophisticated. Anyway, that's my two-penneth.
Firstly, what does damage actually mean in MGT?
The criticism seems based on the fact that armour values are quite puny, and even with good armour a character could take damage from even a lowly pistol hit. However, in MGT, not every point of damage is the same as the other.
Characters are not wounded until they take hits in two physical attributes. They are severely wounded when all 3 physical attributes take damage. As in combat damage comes off Endurance first, it's not until they've lost all their Endurance and take hits on their DEX or STR instead that they're injured.
So what does this mean to characters?
Severely wounded can be considered to be a torso hit, bad bleeding, broken limbs, several lesser wounds, or worse. It impacts on movement, and both STR and DEX will lose mods or gain penalties to reflect lesser capability. It is also hard to heal without surgery and a proper medic. Most likely END will be at 0, meaning a -3 to hits returned due to medical care, unless surgery can restore some points.
Wounded can be considered a limb hit or a bad cut, or a nasty but not life threatening blast of shrapnel. One active attribute will be affected, losing bonuses and making the character less capable in combat, or any physical task. Again, END is likely to be 0 but healing is a bit easier with rest.
When just Endurance has taken hits, what does this mean? Being winded? Light concussion? Bruising and pain? Flesh wounds? Minor cuts? Only the END mod is affected, so the more active stats of STR and DEX are unchanged - in combat capability is generally unaffected, though the character is more prone to fatigue. This END is recovered quite quickly, a 1D + END bonus per day. Even badly bruised characters (END 0) have a good chance at healing quickly, and a bit on medical care to start, could be right as rain in a couple of days. A bad beating? A fall without any more serious injury?
So my second point is: what does it actually feel like to be hit by rounds when wearing body armour? I've never been in combat, but surely that has to register somehow - you can't just shrug it off like a girly slap.
Has anyone here actually been hit while wearing body armour? All I have to go on is the telly, but there if someone takes a hit to their flak vest their knocked down and winded, probably bruised, maybe even a broken rib or two. Is this a realistic depiction?
So maybe a character hit by a pistol while wearing cloth should take a few END hits, to represent being knocked over, winded, bruised, etc. Several hits like this is going to injure a character eventually, just through accumulated pain.
So, maybe armour values aren't that wrong after all. I still might add a few points myself as a houserule, and will come up with more kinds of cloth at different tech levels (unless Mercenary is already dealing with this..?). But it seems that looking deeper into damage and healing that the MGT model is quite sophisticated. Anyway, that's my two-penneth.