I am having a great deal of difficulty trying to decide on something with regards to armor and killing attacks. A friend of mine is suggesting that I use the following house rule in my upcoming DC game: apply the body damage of the killing attack normally but when calculating stun take only the body that has penetrated the resistant defense and multiply it by the stun multiplier and then apply the non-resistant defense against the stun. The main problem I have with this is that it makes killing attacks do very little stun.
His philosophy makes sense for some types of killing damage. Knives, and other cutting attacks have relatively little force behind them and so it makes sense that if the cutting edge does not penetrate the targets armor that no damage would get through. But for attacks that have a great deal of kinetic energy, such as blunt killing attacks (war hammer, mace [which are considered killing attacks in the weapons tables in the core rulebook]) it makes less sense since even if the armor stops the attack from penetrating the targets armor a substantial portion of the force of the attack will still be felt by the target. Additionally, using my friends rule, when comparing a blunt killing attack to a blunt normal attack the normal attack does much more stun to the target than the killing attack. This last one is what really does not make sense to me.
A general problem I am having in DC games (and have discussed on another post) is that attacks against people in armor are doing too much STUN relative to the amount of body they are doing. One of the best solutions I have thought of was to double resistant armor for purposes of applying STUN damage. In this campaign I've put a limit on how high characters may buy their defenses. I don't want to increase the amount of defense available against BODY damage but I don't think defenses are quite high enough against STUN.
Any thoughts?