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Uhm..are you aware of exactly HOW you reload a crossbow?
Look at this clip:
https://www.youtube.com/watch?v=41jit1MDIU0
I'd say an injured shoulder would absolutely impair reloading and using a crossbow.
In point of fact, it's going to impair your using any firearm that you can't reliably use one-handed, too.
Hence why I said it should cost 1 extra ap to reload, but damage remains unaffected as once you reload it, the force is still the same you mongloid.
In any way, isn't this discussion pointless? There are many injuries that don't make sense or should be applying more effects than they do. For example stabbed guts gives you -40% hit points but no -fatigue or anything else? You try doing anything when you have internal haemorrhage...
...
If you're going to be racist AND insulting within the same breath, at least take the time to spell it right.
Regardless, the only one not understanding anything around here is you. If LOADING the damn thing is harder, how the hell would you think AIMING and FIRING it is going to be easier? 15-20 kilos of solid wood and metal?
Did that thought not pass through your ubermenschen non-mongoloid brain?
That's not how that works, if you don't pull it back all the way it won't ♥♥♥♥, which means you can't use it at all.
I guess you could /sort of/ justify it by saying he can't aim it well enough to hit vital spots, but yeah, a lot of the injuries don't make a whole lot of sense.
A good example is the Nimble perk. If you shoot an xbow bolt at a Nimble character, then how can that bolt suddenly do 50% damage when it should be doing 100% damage no matter where it hits? Well, it could be said that the bolt "grazed" the character but no doubt it reduced the damage by 50%.
Flip the coin around and look at the injured shoulder of the xbow man. Here we have an xbow that does 100% damage because it is uneffected by any "force of the strike", but an unstable xbow (being held by an injured man) shooting at a static target is the exact opposite of Nimble and applies a debuff of 25% damage.
It's the same debuff mechanic but viewed from another perspective. Which ever way we look at any debuff there will always be an arguement against that view point, but if the debuff was applied using only one perspective then all the debuffs make sense as long as all the debuffs follow one perspective (in this case, the combat mechanics) ..... make sense?