AR/DR could definetely use more nuances than just "You get Edge/I get Edge/No one gets Edge" (and thatīs only when none of the dozens of other Edge gain limitations donīt come into play

). It seems like a good idea to introduce more "pivot points" for more extreme AR/DR differences. Maybe the target numbers for a hit changes, so that 3īs are counted as successes as well? You could even dish out more Edge, although that may also require you to change the current Edge limits (not a bad idea IMO, the current limit of 2 Edge per Round is quite dumb anyways). Iīd say itīs also a good idea to further divide the "neutral" Zone between the two existing "Pivot points". Hereīs my current solution:
- If the AR is 8 points higher as the DR (or vice versa), a second point of Edge goes to the winner. A third can be earned at a difference of 12 or higher. However, I also houseruled the Edge Limit: There is no limit on how much Edge you can earn in a single combat turn (or even a single action), but you can only safe up to one point of Edge for later - the rest has to be used for immediately or expires.
- RAW, the Attacker always hits on a tie. I use AR/DR for that as well: If the DR is higher, the Attack does no damage (narratively: Just a few minor scratches) and if the AR is higher, the Attack hits (with no net hits added to the base damage). If AR and DR are tied as well, flip a coin. Doesnīt seem like a big deal, but ties on attack rolls happen rather often.
- (I also added completely different effects to APDS Ammo and Flechettes and a bunch of other things that tickle AR and DR. But letīs focus on the general mechanics here
)
Giving out a flexible bonus relative to the excess over the magical +4/-4 threshold like you suggested isnīt too bad either. But I too think that your suggestion with the flat bonus damage or bonus soak doesnīt strike the right balance, tho. F.i., your calculation turns Firing can turn firing multiple bullets into a Zero-Sum-Game, where the lowered AR of your double tap negates the bonus damage from it. And since the AR/DR differences can be a bit extreme at times, the impact is just too strong. But what about just giving out the excess in bonus
dice?
That might work, at least for the soak test: AR 6 against DR 12 = +2 Bonus Dice on the Soak test. Doesnīt sound so crazy to me. Wouldnīt touch the Defense test, though! Hitting dodgy targets is hard enough as it is. Also, Armor is supposed to mitigate damage from a hit, not making you dodge better.
For the Attack test: Not a good idea either, it would turn High AR-Weapons into Autohit generators. However, you
could once again
substract the excess from the soak pool. AR 12 against DR 6 = MINUS 2 Dice on the Soak test... Doesnīt sound so crazy either.
Heh.
Maybe I change my current houserule...
