Thread: Balancing HP
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Old 10-06-2019, 03:15 PM   #18
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: Balancing HP

Quote:
Originally Posted by NineDaysDead View Post
It's based on HP when not resisting, basic page 378:
GURPS is already violating the physics of mass with its rules for knockback. The incoming projectile has a mass and a velocity; their product is momentum. Knockback for a perfectly elastic collision ought to have a speed of 2mV/M; for a perfectly inelastic collision it ought to be mV/(m+M). But the GURPS formula makes it proportional to speed (v) times HP (proportional to m^(1/3)). That's going to have massive objects cause far less knockback than they ought to, and low mass objects far more.

If you want correct physics, you need to throw out those rules and do some actual physics. If you're willing to consider the current rules close enough for gaming, then I don't see the point of worrying about HP changing to reflect the differential toughness of organisms, machines, and masses.
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