DraQ said:
so a weapon source would have properties of
- source mass (light ... heavy)
- source speed (slow ... fast)
- source contact type(s) (dull...sharp)
- source projectile spin axis (z (rifled), y (spinning/tomahawk), x (slicing/boomerang), random(objects falling off cliff--perhaps damage more random, ow that got in my eye vs lucky it hit me in the helmet))
- source contact motion (z-axis/stabbing/punching, x/y/z (slicing/roundhouse), y/z (chopping),x-y(parry/blocking),projectile)
- source shape (gaseous...round…angular)
- source thickness (flat...thick for non gas, A' x B' for average impact vs human for gas)
- source hardness (soft…hard, C' visibility for A' x B' impact for human in full sunlight for gas)
- source target-protection modifiers (always fails (no more kitty of death!), average, always passes (foozle points his death wand))
- source vitality modifier (non-lethal (rubber bullets?) ...foreign object (eg average)…foreign object multiplier(amount)---ie hollow point vs ak…instantly lethal (deaths wand))
- source vitality effect applications [ target state change(effect (sleepy, slow), amount (little, lots, instant), injection (injection effect (poison slow death, poison instant pain), effect amount (little, lots, instant)), environmental change (type (heat,cold), amount (little…lot)), etc)
- source environmental effect applications
- source target radius (one location,multiple locations(zones(reach based (kung-fu vs dragon), spread based (shotgun)), amount), impacted creature (foozle death ray, poison gas), A' x B' (fire ball) etc)
to see if one hits, some kind of source contact test vs target
if the test results in contact
- target location (leg...body..arm..head)
a penetration test vs
- location protection hardness (effectiveness vs sharp & speed)
- location protection impact force dispersion aka resistance to pierce (effectiveness vs mass & speed)
- location protection thickness
location protections probably have other attributes.
test result determines degree of penetration (light…heavy…complete pass thru)
degree of penetration determines test difficulty vs target vitality (encompassing target toughness/endurance/strength attributes vs current location vitality state vs global creature/object (for doors) vitality state, eg shooting hinges off door changes door state)
degree of vitality test failure results in wound state shift vs location
location wound results in target test modifier (a shift downwards, harder to resist multiple attacks) at location
target tests vs global test modifier...possible test modifiers (down) across all target tests, and possible additional tests, including test vs death (creature) or vs complete destruction (object).
I like. Notice no numbers here!
The more i think about it the more i like it. Good idea draq! Damn good idea.
Not that I'll go anywhere with it, but maybe this thought experiment will trigger other folks ideas.