Originally posted by Aramis:
I've always tracked the individual dice's damage.... so once the die has been healed, the associated hit is returned.
Yup, that's another good way to do it, and gives a bit more variation on wounds I guess.
For the low pen situations, fractions are usually ignored, except that see MTPM page 71 where a better than normal hit (2+) has a minimum damage that allows a no penetration hit to do a certain minimum. SO in the case you give, hit by 0-1 is none, hit by 2-3 is 1, hit by 4-7 is 2, hit by 8 is 4 damage.
That's true, I'd forgotten about those minimums, useful to remember! I guess that you do need to drop fractions, else a guy in Battle Dress-14 (Armour 18) is going to be whittled down by pistol shots. Most of the time though I'm not going to be getting +4/+8 results, unless I'm really skilled.
For example, an SMG at Close range vs Cloth armour: SMG is Pen 3 at Close. To hit is Routine, let's say Dex=5 and skill=2. Then to hit is 7(Routine)-2(Wpn)-1(Dex) = 4+. Assume that you do well and roll 8 i.e. +4 over.
Pen = 3, Cloth = 5, so zero penetration. You get x4 damage for your roll = so 3 x 4 = 12, x 0.1 for low pen = 1.2 damage. Even if you rolled 12 i.e. +8, you'd get 3 x 8 x 0.1 = 2.4 damage. Seems a bit low to me for an SMG at 5m range.
Very few weapons have >5 Pen: Snub HEAP, Gauss Rifle, ACR DS, ARL HEAP/KEAP, LAG KEAP. Even most machine guns, except HMG-6 & VRF Gauss only have Pen 3 or less. Most lasers would do alright.
Dunno, does Cloth seem a bit too good, or are pentetrations a bit low for some weapons? Maybe that's a good thing, it will keep PCs alive, but I can't see why you'd wear Jack,Mesh or Flak, Law level apart.
cheers,
Mark