01-31-2008, 11:29 AM | #21 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Are warships too fragile in GURPS?
There are several problems here:
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01-31-2008, 02:38 PM | #22 |
Join Date: Jun 2007
Location: Kansas City, MO
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Re: Are warships too fragile in GURPS?
Yes, and treat damage control as roleplaying or hard to kill:rolling to fight the fire that is the biggest danger. If memory serves, a US Navy cruiser's black powder (used for salutes) cooked off, endangering the vessel>
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01-31-2008, 03:18 PM | #23 | |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: Are warships too fragile in GURPS?
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I have to agree with a couple posters, though; GURPS isn't a wargame, and the degree to which it accurately and reliably replicates naval combat is limited. I've had a great deal of naval combat in my campaign, but my goal is more storytelling from the PCs' perspective.
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02-01-2008, 07:30 PM | #24 | |
Join Date: Nov 2004
Location: Flushing, Michigan
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Re: Are warships too fragile in GURPS?
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One could solve the more egregious problems with a few house rules; I am just generally wary of house rules--it is a slippery slope; you open the door for one house rule and suddenly you've got dozens fouling up the works! :) Among other things, you could build some large vehicles with some form of Injury Tolerance: Damage Reduction against Piercing and Impaling damage. The 4,000-ton frigate still has DR 35 HP 800, but bullets don't really do all that much damage; to really hurt a big ship, you need either a fire or an explosion. Mark |
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02-01-2008, 07:36 PM | #25 | |
Join Date: Aug 2007
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Re: Are warships too fragile in GURPS?
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Pierce the hull, damage components but not break up the whole vehicle. Fred Brackin |
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02-01-2008, 11:53 PM | #26 | ||
Join Date: Jun 2005
Location: California
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Re: Are warships too fragile in GURPS?
Quote:
Quote:
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02-02-2008, 12:14 AM | #27 |
Join Date: Aug 2004
Location: In the UFO
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Re: Are warships too fragile in GURPS?
Realistically speaking, you have several types of damage if using HP.
The version I have long wanted to use for GURPS splits the HP into two values: a "to kill" number and a "cumulative damage" number. (1). HTK This simulates the shot that penetrates armor and hits something important, taking it out. Studies of modern naval warfare in the missile age in which vessels that were lightly armored faced a single bomb or missile suggest that survivability scaled with the length of the vessel or the cube root of mass. This was also the basis of GURPS hit points. It reflects the odds of a shot, blow, etc. penetrating and hitting a vital part (brain, major organ, bone, etc.) whose strength is generally also scaled with overall length. -> In humans, a hit to a vital organ, joint, etc. -> In vehicles, a hit to an important part of a machine. This probably scales roughly with length, and follows the GURPS formula. For accuracy, this should probably be modeled as: "Calculate HP normally, but it is then read as "HTK." "Any time damage exceeds HTK/4, make a HT roll or be disabled. Modifiers: -1 if damage exceeds HTK/2, -2 if it exceeds HTK, -4 if it exceeds HTKx2, and -3 if the vehicle contains enough dangerous fuel or explosives to be volatile. For most vehicles, assign a HT based on how well they're put together: attention paid to damage control, provision of firefighting gear, how tightly vulnerable components are packed, compartmentalization, etc., etc. Around 10-13 for average designs. That way you can simulate the difference between a russian and a US tank, for instance. Targets that are utterly HOMOGENOUS ignore this result. (2). Crew Casualties Use the usual rules in 4e for penetrating the ship and taking out crews. (3). Cumulative Damage. Eventually, enough holes will kill anything, even a zombie or a wooden ship. Since GURPS damage is somewhat nonlinear, it's not fair to use weight directly - we'll have to scale it a bit. I suggest you assume HP = weight in lbs. (or 2,000 per ton) then find the linear measurement of SM, convert to yards, and divide by that value. Thus, humans (2 yards) have 150 HP have 75 HP; a 3,000 ton ship that is 150 yards long has 40,000 HP. At 0 HP, start making HT rolls to avoid falling apart/keep going as usual. Modify this for ships at sea - as water will will be flooding etc. Track damage separately for limbs etc. giving them proportionately HP. (4). Surface Damage For things like "how many surface weapon batteries/cannon/Traveller turrets: did I kill, probably assign them based on a fraction of the cumulative damage
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02-02-2008, 01:49 AM | #28 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Are warships too fragile in GURPS?
Hi Dave :)
I'm a wee bit confused when it comes to hit points in the example you used. I know I'm probably guilty of missing a rule somewhere or another (highly probable in fact!), but isn't the rules regarding hit points supposed to be something on the order of... HP = (2000 lbs/ton x tons of vessel)^(1/3) x 4 if a complex vehicle or x8 if a simple vehicle? The values you give for a human being at 75 hit points doesn't square with the average human having a ST 10 and HT 10, nor does the hit point tally for a 3,000 ton ship match what you suggest above with your alternative values. I HAVE to be messing up somewhere - can you help?
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02-02-2008, 04:08 AM | #29 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Are warships too fragile in GURPS?
As I understand it, David is talking about a houserule he'd like to use someday.
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02-02-2008, 05:12 AM | #30 | |
Join Date: Mar 2005
Location: Stockholm, Sweden
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Re: Are warships too fragile in GURPS?
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While David's post is enlightening, I personally feel it's too cumbersome for me. |
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