Woas said:
Everyone's game is different so claiming Rifle A could be 'hard to come by' is opinion.
When I mention restrictions/availability/'hard to come by' I am referring to the fact that the rules, not opinion, restrict weapons based on law level.
Woas said:
It is how the damage interacts and works mechanically with characters as I pointed out in the linked thread that is the problem. We need to compare how these two systems work at there base (lethal damage from lethal weapons vs stun mechanics from stunner weapons).
From the other thread:
Woas said:
Really the crux of the issue to me is that stun mechanics are just flat out way more effective in knocking out an opponent then trying to do so through conventional, deadly force.
Stun 'damage' is not the same as other weapon damage. It may only be called that because mongoose didn't want to make another column in the tables just for stun weapons.
A concern regarding comparable chance of being knocked out does not seam realistic, to me, since one weapon is designed to do it and the other is designed to cause physical damage. So, I'm ok with the mechanics representing that being knocked out by a stun weapon is different than being knocked out by other weapons. But lets go ahead and do the analysis.
Ok, lets see if I have this right. Roll to hit. If it is a hit
(End = 7 for this analysis)
(using the optional knockout rule on page 66)
non stun attacks: roll for damage then add the effect of the to hit roll then subtract armor and the result is the amount of damage.
stun attacks: perform an endurance roll with a negative DM equal to the damage after armor is subtracted.
So, lets say the stun weapon does one point of 'damage' after armor is subtracted. I think that the stun weapon with just one point of damage generates an endurance roll of 2d6-1DM>=8. I believe you are knocked out less than 75% of the time?
The non stun weapon typically does
at least 1d6 more damage. The non stun weapon gets to add the effect of the attack roll. So we have damage = 1+1d6additional damage+effect. How often will the result be 7? I don't know, but if you have an effect of 0 you need to roll a 6 for damage to negate that 7 endurance. So the
minimal chance of knocking someone out under these circumstances is 20% of the time.
Bump this up to the stun weapon doing 3 points of damage after armor is subtracted. 2d6-3=>8. I believe you are knocked out a whopping 92% of the time.
The non stun weapon would be 3+1d6additional damage+effect. With a die roll of 4 or better the effect can be a zero and you still knock out your foe.
I may be completely wrong with this analysis, but if I'm close, the chance of stun weapons knocking someone out may be higher than the chance for non stun weapons but not so much that it concerns me.
The above is just to show that non stun weapons have a decent chance to knock a person out while causing real damage too.
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Regarding a non stun weapon that results in one point of damage not knocking someone out while a stun weapon can with just one point of stun damage. It's just numbers and mechanics.
Non stun weapon damage causes wounds and damage that require healing and affect characteristics. When characteristic(s) are damaged, a character can fall unconscious and also die.
It doesn't matter if it is one point or 30 points of damage,
it is the value of characteristics that determine unconsciousness and death.
Stun weapons cause 'stun' damage that does not affect characteristics. Characteristics do not get reduced. When hit by a stun weapon, an endurance check must be made to determine if a character becomes unconscious.
Tranq gas does 0 points of 'damage' and with a failed endurance roll the character is unconscious.
If you try to make the mechanics similar consider that when a character takes one point or more of damage, they are wounded. No endurance check. To make stun weapons similar, ANY stun damage results in unconsciousness instead of a wound. No endurance check. Does this make the mechanics more comparable?
EDIT: Correction to earlier post and to statements that actual damage for all non stun weapons is typically 1d6 greater than a stun weapons stun damage. Unlike the stun gun and stun grenade, I just noticed that the melee stun stick damage of 1d6 is regular damage and the stun damage is in the description at 2d6.
Woas, I hope you realize that I am in no way trying to attack you or your opinions. I'm still not 100% clear on what your exact issues are with stun weapons. Hopefully we are getting closer to understanding one another, even if we don't agree.