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Old 03-22-2013, 04:26 PM   #1
Tomsdad
 
Join Date: Jan 2010
Location: Brighton
Default Face & Neck location damage multiplier

Ok I've been thinking about this, and i'm struggling to get the justification for why there's such limited additional damage for targeting these locations (necks not as bad as face though).

On thing I'm leaving aside the 1 in 6 chance of getting the artery/vital etc as there is an equivalent of this for most locations in MA.

First of all neck, , this is a small area thats pretty full of high value objects. Also there's not much in there protecting them. Certainly when compared to the torso which has comparable injury multipliers except for cutting and crushing. More over it doesn't even get a knock down mod. I.e it's treated as vulnerable to injury as the torso except against ct & cr attacks.

This doesn't seem right, if nothing else a bullet/arrow/spear to the throat/neck would seem to me to be worse than one to the torso?

I'm not advocating a straight x4 brain hit multiplier, as I guess its possible to manage to miss the major blood vessels, airway, spinal column and cord etc, but I think the odds of doing all that are higher enough to warrant an extra +1 to all multipliers (and maybe making cutting x3).

If nothing else if a 4pt cutting attack on a St10 arm is enough to cripple it beyond use, what's that going to do to a neck?

Now the face, Now I can see that there's not actually much in the face that if its damaged it will immediately threaten your life (unlike the neck), my main issue is that there really isn't that much of the face in front of the really important stuff. Or put it this way a spear thrust to the face doesn't have to be very strong before its hitting the brain, top of the spinal chord or lots of blood vessels etc, etc. While you could argue that this is more a point for thrusting attacks, I'd say its true of cutting attacks as well because only a pretty superficial (i.e low damage roll) with a sword is going to stay just in the face and not go deeper. Consequently again I'd add an extra +1 to all multipliers, except corrosive which I'd keep at x1.5 and cr which I'd keep at x1.

Again if a 4pt hit from a sword can cripple an ST10 arm or a leg, what's that going to do swung into your face?

The face does at least have a hefty knockdown mod, which I guess you could argue is enough of a penalty in terms of the overall result of a combat given what happens the next round when you're -4 to defend.

Now I know sometimes the over penetration of torso rules from HT are quoted as something that makes neck and face hits comparatively worse. However I'd argue that is designed more to make large wounds to the torso more survivable rather then make such wounds to the neck and face less survivable.

One last thing I would probably also argue that the neck should -6 to hit and thus a harder target than the face because yes while the face is a more mobile target, the neck is smaller one and a more difficult one due to the flinching and reactions of the body (think how naturally you lower your chin or dip your shoulder, or otherwise retract it to protect it).

Anyway am I over thinking this, is this just a game balance thing (i'd argue the hit mods take care of that) and GURPS doesn't strike me as the kind of system where game balance overrules effect completely, otherwise why have locations at all.

Any thoughts?

Cheers

TD

Last edited by Tomsdad; 03-23-2013 at 02:31 AM.
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