Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 08-28-2009, 06:42 AM   #21
simply Nathan
formerly known as 'Kenneth Latrans'
 
simply Nathan's Avatar
 
Join Date: Aug 2009
Location: Wyoming, Michigan
Default Re: [House Rules] Damage Multipliers, Hit Location & Damage Types

Quote:
Originally Posted by Maz View Post
The same woudl be true for INTERNAL cutting or piercing damage, but there isn't really any way to do that in GURPS without explosions.
I take it you've never critically failed with Black Magic, then? One of the results is a rat stuck in your innards trying to claw its way out.
__________________
Ba-weep granah wheep minibon. Wubba lubba dub dub.
simply Nathan is offline   Reply With Quote
Old 08-28-2009, 09:32 AM   #22
Langy
 
Join Date: May 2008
Location: CA
Default Re: [House Rules] Damage Multipliers, Hit Location & Damage Types

Quote:
Anything that does one point of damage to the skull has a pretty fair chance of killing a man from bleeding, so if you mean eventual lethality, that's already somewhat covered.
No, I mean instantly as in 'the pressure from the explosion contained within a skull has a pretty good chance of making it explode like a watermelon dropped from a 100 story building'. An everyday firecracker has enough explosives in it to make a tin can go flying a few dozen feet into the air. As an explosive, it does miniscule damage - way less than 1d-5 by the calculations given in the Basic Set, and that's assuming it uses Black Powder when they actually use Flash Powder, which as far as I can tell is even less dangerous.

If an explosion is enough to injure you if it goes off on your skin, then it's enough to turn your brain into jelly if it goes off within your skull. You can survive a kick to the skull, even if it causes some minor brain damage. Likewise, you can survive a bullet to the skull even if it causes some brain damage. A confined explosion, on the other hand, is another order of magnitude altogether. If a firecracker, again, less than 1d-5 damage, went off within your skull, you would be dead or very, very close to it.
Langy is offline   Reply With Quote
Old 08-28-2009, 10:50 AM   #23
Ulzgoroth
 
Join Date: Jul 2008
Default Re: [House Rules] Damage Multipliers, Hit Location & Damage Types

Quote:
Originally Posted by Langy View Post
No, I mean instantly as in 'the pressure from the explosion contained within a skull has a pretty good chance of making it explode like a watermelon dropped from a 100 story building'. An everyday firecracker has enough explosives in it to make a tin can go flying a few dozen feet into the air. As an explosive, it does miniscule damage - way less than 1d-5 by the calculations given in the Basic Set, and that's assuming it uses Black Powder when they actually use Flash Powder, which as far as I can tell is even less dangerous.
Support for this head-splattering claim? Analogy between tin can flying into the air and a skull being reduced to an expanding cloud is extremely non-obvious.

Also, I infer from your statements that you consider x12 grossly inadequate, and want something more like x60, or a no-roll death rule? Since x12 is pretty much never going to give you the head-disintegrating effects from less than one point of damage that you want.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident.
Ulzgoroth is online now   Reply With Quote
Old 08-28-2009, 10:53 AM   #24
Icelander
 
Icelander's Avatar
 
Join Date: Mar 2006
Location: Iceland*
Default Re: [House Rules] Damage Multipliers, Hit Location & Damage Types

Quote:
Originally Posted by Ulzgoroth View Post
Support for this head-splattering claim? Analogy between tin can flying into the air and a skull being reduced to an expanding cloud is extremely non-obvious.
Check out the equations for an explosion in a confined space vs. an untamped one. Pretty big difference, no?

Now consider that the brain is inelastic tissue.

Ouch, right?

Game over.
__________________
Za uspiekh nashevo beznadiozhnovo diela!
Icelander is offline   Reply With Quote
Old 08-30-2009, 05:33 AM   #25
RedMattis
 
RedMattis's Avatar
 
Join Date: Jun 2006
Location: Sweden, Skövde
Default Re: [House Rules] Damage Multipliers, Hit Location & Damage Types

Well... this thread got a bit off topic, but since a lot of people have seen it without going "Err... no", I'm just going to assume that this make enough sense to use in my future campaigns.
__________________
"Prohibit the taking of omens, and do away with superstitious doubts. Then, until death itself comes, no calamity need be feared"

Go check out our indie GameDev blog, SharkMissile Interactive! ^^
RedMattis is offline   Reply With Quote
Old 08-30-2009, 06:14 AM   #26
Maz
 
Maz's Avatar
 
Join Date: Aug 2005
Location: Denmark
Default Re: [House Rules] Damage Multipliers, Hit Location & Damage Types

Quote:
Originally Posted by RedMattis View Post
Well... this thread got a bit off topic, but since a lot of people have seen it without going "Err... no", I'm just going to assume that this make enough sense to use in my future campaigns.
Just wanted to add that my old GURPS group used the rules like you suggest and still does, and have no problems with it.
It does make a big difference when using different sort of ammo (HP and AP) and different caliber guns, but it's not going to break anything, just... make it different.
Maz is offline   Reply With Quote
Reply

Tags
damage, damage type, house rules, injury

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 05:11 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2017, vBulletin Solutions, Inc.