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I played nemesis for some time, using only the basic rules. I liked it but I had the strange feeling that it couldn't deliver a decisive result. Let's take a numeric example. I have a 2x0 (assume 0 means head, I haven't got the manual at hand), I should hit the head for 2 points. It doesn't really do all that much, but take a full punch on your face and tell how do you feel. Even a 4x0 doesn't make the deal, you would stand ready to hit back. It doesn't sound possible with a 4x0 result. My proposal is that width gives a result that must be converted in real damage. It still works as ORE but results are transformed. We could add the numbers that build a simple series, for instance 1...2...3...4... 1x0 means 1 point of damage (no match, just a flush) 2x0 means 1+2 = 3 points of damage 3x0 means 1+2+3 = 6 points of damage 4x0 means 1+2+3+4 = 10 points of damage
We give up the idea that points of damage are linear (1,2,3,4,5...n) to have a different series of damages. (1,3,6,10...)
With this new method a 4x0 means anybody is k.o and possibly killed.
Other kind of mathematical transformations can give different results.
Bullets could multiply the basic series giving 1, 2, 6, 24... it goes from a flesh wound, to a light wound, to a serious wound that could be mortal to the head or cripple a limb, to a critical wound. It should sound right for a 4x? with a bullet. Bullets are unpredictable, they could bruise or they could destroy.
Moreover the wounds someone could bear before dying should depend on his body. Having 3 as average, a body 1 character should subtract 2 from all the hit locations, who has 5 should add 2 to all hit locations.
Why all this ? Your players will hate it, but will be compelled to act as in a real world situation... I tried it and then got back to the old method, but with a different consciousness...
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