Body Armor And Critical Hits

Having already done the Firearms rules, as well as Optics and Ammo Types I think covering Armor and Injury was a logical extension to the topic and a good place to round off these series of articles. Something of note regarding my system/setting is that humans are squishy and fragile, your average person in terms of hit point value is 1d6, a trained soldier or athletic person is in range of 2d6 to 3d6 hit points, while an exceptional peak human is in 4d6 range hit point range.
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Optional Rules: Ammo Types and Optics

One of the things I wanted to do was follow up on a couple of optional details pertaining to my prior firearms rules, mainly regarding a few extra topics. These are not required to use the firearms rules, but they could add more granularity to the concept. Generally, I’m not in the simulationist camp of Tabletop DMs; however, as a firearms enthusiast, I’d like to add these options all the same.
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My Current Firearm Rules

Since I’m designing my own Modern-Day OSR system, I’ve been taking a crack at a number of rules and concepts. One that is quite hard to get right, in my opinion, is firearms. Firearms in OSR systems have always seemed very lackluster to me. This ranges from D&D’s renaissance firearms to modern-era games where the weapons aren’t much deadlier than a thrown knife. They tend to be either way too detailed or not detailed enough.
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Conspiracy Of The Basilisk

Conspiracy Of The Basilisk
“Membership in a conspiracy, as in an army, frees people from the sense of personal responsibility.” Frank Herbert - God Emperor of Dune What is Roko’s Basilisk? Before one can explain the Conspiracy, an understanding of the thought experiment is in order. While I’m not fully qualified to explain the concept in the depth required to convey the whole of the concept, I can give a generalization of it.
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Skills Through Attainment

Last time I’m going to apologize for not posting in a while, even though nobody probably reads this, life got busy. The Problem Anyway, one of the things I think about a lot is how much skill systems kind of stink, and one of the reasons I think they do is they either overly complicate things or abstract them away too easily. They are quick and dirty ways of handling things the game system or setting is not interested in focusing on.
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