justacaveman
SOC-12
Stamina appears to be used to represent character fatigue and minor wounds/scratches.
Doing subdual damage affects stamina, so you can knock them out without killing them.
Body armor will often prevent actual penetrating wounds, but leave the wearer bruised. The Stamina/Lifeblood rules seem to simulate this. And although you can increase your stamina as you gain levels and withstand more abuse, a bullet to the head is still usually fatal.
The AC bonus of the armor seems to represent the abilty of the armor to shrug off minor hits without even a bruise, while the Armor Rating seems to represent the abilty to absorb more serious hits. If the armor has a high AC bonus then there is a reduced chance of a Critical Hit. In order to score a Critical Hit you must score a hit within the Critical Threat range, and score a regular hit.
Chivalry and Sorcery has a vicious combat system if you use the full Critical Hit rules. In one battle the player characters suffered 2 lopped-off arms and a crushed leg. We had to tone down the rules for the player characters or we would have been rolling up new characters after every battle.
I've learned that too much realism in an RPG is not necessarily a good thing. Find a set of rules you can live with, and modify what you don't like.
Doing subdual damage affects stamina, so you can knock them out without killing them.
Body armor will often prevent actual penetrating wounds, but leave the wearer bruised. The Stamina/Lifeblood rules seem to simulate this. And although you can increase your stamina as you gain levels and withstand more abuse, a bullet to the head is still usually fatal.
The AC bonus of the armor seems to represent the abilty of the armor to shrug off minor hits without even a bruise, while the Armor Rating seems to represent the abilty to absorb more serious hits. If the armor has a high AC bonus then there is a reduced chance of a Critical Hit. In order to score a Critical Hit you must score a hit within the Critical Threat range, and score a regular hit.
Chivalry and Sorcery has a vicious combat system if you use the full Critical Hit rules. In one battle the player characters suffered 2 lopped-off arms and a crushed leg. We had to tone down the rules for the player characters or we would have been rolling up new characters after every battle.
I've learned that too much realism in an RPG is not necessarily a good thing. Find a set of rules you can live with, and modify what you don't like.