What systems take a more realistic approach to weaponry and armour and differentiate between piercing, slashing, and blunt damage (and resistance)?
There's cutting, piercing, crushing and impaling. They all have advantages and disadvantages. Generally crushing is good against soft armours but its killing power is limited, impaling has a big damage multiplier when used on the torso, cutting deals bonus damage to limbs and is good for hacking them off, piercing has a high base damage making it good for other armours.
Also certain armours dont work well against certain types. Arrows fuck up modern bullet vests pretty good.
It has the aforementioned trinity, and also expands on piercing by size as well as burning, corrosion, and toxic sources.
Very good read in the basic set on how damage works. Simple roll, apply DR, then by type and location wounds are applied to target.
On a scale of one to ten, what are the chances of the Le Pen dynasty removing kebab and making anime real?
Song of Swords. Its approach is so realistic that any combat is a brush with death, and god help you if you fall over or get outnumbered. Pretty expansive lists of armor and weapons too.
It's the size of the offending object.
Piercing gets bigger and bigger until it becomes almost functionally equivalent to impaling.
It reflects a real distinction - the reason kevlar vests suck against high-velocity arrows.
It's this new system with a highly interactive system called GOYAN
Go Outside You Autistic Nigger, and is 100% immersive. You'll forget about doing anything else while playing it.
A lot of people complain that it's "rough" and "inherently unfair," but the roleplaying is always perfectly enforced and the storytelling rewards, I found, are always worth it.
SoS has a general here, right?
Given its realistic approach to death being sudden and cruel, how does that work out for roleplaying? Is the focus on avoiding combat precisely due to the high risks, or are player parties rather entire mercenary companies, and if one of your characters fall, you just roll up another one but keep playing with your former character's comrades that way?
GOYAN is fucking gay. "Hurr durr me great and awesome civilization collapsing in the face of savage barbarian hordes". Big deal, they stole that from Tolkien anyway. Give me something original.
My folders are badly organised, that was simply the first remotely relevant thing I came across.
>roll up a character in Germany
>other players are pretty bro tier, have fun
>DM is a cunt and never listens to complains though
>DM starts inviting new players who only ever play murderhobos
>keeps doing it, completely ruins immersion in the setting
>Rolling up a character in the "collapsed empire" continent
>Not rolling up a character in the "chaotic wasteland" continent
It's like you hate having fun.
depends on what's holding the skeleton together. i'm pretty sure a blade could knock the bones off a magically-strung-together skeleton just as any other arm's-length weapon could. assuming it's swung and not stabbed. why would you try to stab a skeleton?
It depends on how it's run, but some of the early stories were really messy, with TPKs happening because the players addressed problems in D&D fashion, but met with realistic results.
It's also one of the few games that addresses that most wounds aren't instantly fatal, but can kill well after the battle from infection or other complications. Even in the fantasy setting, there aren't potions or anything that can heal wounds instantly or prevent infection, you either have to find a guy who knows magic or has divine gifts, or find a surgeon with a hacksaw and a cork.
So basically, you either don't get into fights unless you have no choice or have a huge advantage, or you accept that casualties happen, Darkest Dungeon style, and throw yourself into it.