11-02-2016, 06:02 AM | #71 | |||
Join Date: Sep 2014
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Re: Converting Twilight 2000 for use with GURPS 4e
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What's more important, there are several ways to make penetration more deterministic: 1) Raise DR dramatically; 2) Add Hardened enhancement (your choice); 3) Options from Pyramid 3#/34, such as Armor as Dice and lowering basic damage variability. The reason I'm suggesting Armor as Dice is its capability of making penetration deterministic while keeping DR simple. Armor divisors works well this optional rule too. Also there's an option which turns soft ballistic armor into "all or nothing" thing: if a vest is capable of stopping the round, it will stop it, otherwise it can do very little to mitigate the injury (which is quite realistic I guess). Armor as Dice really helps with realistic TL8 campaigns. I would bring it into my early-TL9 games too, but since everybody tends to sport near-full body armor on this tech level, deterministic penetration would bog down a game a little bit.
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11-02-2016, 09:24 AM | #72 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Converting Twilight 2000 for use with GURPS 4e
The one thing I have always hated about GURPS bullet damage is that for those rounds that do multiple dice of damage, you can never get a grazing attack for exactly 1 point of damage against unarmored individuals. A bullet that passes through the arm's muscles only - shouldn't be doing 7 points of damage for a weapon that does 5d+2 damage as the bare minimum of damage.
Back in the day when I had worked out a method for damage before GURPS HIGH TECH first edition came out, and only had the AFTERMATH rules to adapt for use with GURPS, I had a max damage value for bullets, and used dice like 1d60 for a .50 caliber round. It was a simple process to roll 1d6 as the tens dice, and 1d10 for the one's dice. Rolling (1d6-1)*10 plus 1d10 gave me a range from 1 to 60 points without a problem. Alternatively, rolling percentile dice x max damage will provide for a range of damage from 1 to max damage as well. Problem is, no one feels like creating a simple index card that lists the weapon damage, and a percentile table that cross references what is roll with the damage value. Works fast, and simply enough. The large part of why it hardly ever comes up in my campaigns is the simple truth that we rarely, as a group, played in modern campaigns with military weapons and largely used only civilian handguns for the types of campaigns we did do (Modern Fantasy for the most part). If TWILIGHT 2000's game system were supported by Fantasy Grounds 2 (FG2), I'd likely simply use THAT system instead of GURPS. There are some things I like about GURPS, and some things I like about T2K (last used by my group for Traveller: The New Era). The Damage methodology for GURPS is one fo the things I dislike unfortunately. Last edited by hal; 11-02-2016 at 09:37 AM. Reason: Fixed formula to read (1d6-1)*10 instead of the 1d6-1*1 darn it! |
11-02-2016, 09:41 AM | #73 | |
Join Date: Jan 2010
Location: Brighton
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Re: Converting Twilight 2000 for use with GURPS 4e
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Currently a .50 in GURPS does 7dx2 so a range of 14-84 with an average of 49 but there's a significant bell curve there. (48.5% of results will be between 44 and 54) But I agree with you regarding grazing, however I suggest a grazing house rule were in a situation you deem a gaze is the result have much reduced amount of damage (I think there one in a T-Bone's Pyramid article in alternative GURPS I) |
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11-02-2016, 11:27 AM | #74 | |
Join Date: Jul 2005
Location: Holiday, FL
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Re: Converting Twilight 2000 for use with GURPS 4e
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On armor as dice, for my conversion I tried to stick to the rules as written and skip as much optional rules as I could. The straight game, as it were. I might end up making an alternate conversion rule set with dice as armor. I didn't like quadratic strength when I first read it either, now that I've seen how it plays I'm more comfortable with it. I'd have to play a live game or two with the dice as armor rules to see if I like the taste of it. Mr Cole's rules on the topic are compelling, especially with how soft armors behave.
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11-02-2016, 11:29 AM | #75 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Converting Twilight 2000 for use with GURPS 4e
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So, I'm not sure how to answer your question about "swingy" (no pun intended). If it is possible to inflict 1 point of damage and deem it to be "normal" for a sword strike for instance, or a spear thrust, or an arrow strike - why wouldn't 1 point be acceptable for a bullet that under normal rules does 2d or 2d+1? Heck, we can have weapons inflict ZERO points of damage in GURPS, but it isn't consistent across the board. What would in reality, be a zero point bullet wound? Suppose I fired at you (not that I'd do it in real life!!!) with a rifle from nearly point blank range? Suppose too, that the path of the bullet were such that it barely grazed your skin but hit at the perfect angle to be deflected by your rib cage bone AWAY from your body, but tore off a patch of skin that measured at most 1mm long by 2mm wide. Raw, and will bleed a LITTLE - but not directly important in the grand scheme of things. Is that 1 point of damage or zero points? GURPS doesn't really say. In GURPS COMPENDIUM (GURPS CLASSIC) there were definitions of what comprised a 2 point wound, or a serious wound etc - but what specifically are examples of each type of wounding by points? So, I'm going to just leave it at the concept that if it is possible to have zero point woundings in GURPS for some weapons, bullets should at the very least be capable of inflicting zero point wounds. A miss by 1 for instance might be deemed to always be a graze wounding for bullets. A bullet that strikes EXACTLY with what was needed to hit, might always do ONE point of damage, while bullets that hit by 2 or more needed to hit, roll for the full normal random damage. But then we get into the philosophical question of why do 1d6 damage weapons follow a random arc where each damage possibility is equal to the rest, but all over attacks in excess of 1d6 with multiple dice go on a bell curve? (mind you, I'm not talking about game design philosophy so much as inherent meaning of WHY some attack types are bell curve and some are linear - they are contradictory and seeming without resolution on a philosophical level). |
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11-02-2016, 11:30 AM | #76 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Converting Twilight 2000 for use with GURPS 4e
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11-02-2016, 01:44 PM | #77 | |||||
Join Date: Jan 2010
Location: Brighton
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Re: Converting Twilight 2000 for use with GURPS 4e
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To be honest I was really just referencing the point that bullet penetration is known to centre around mid point in real life. Also the logical construction if X isn't right then why worry about Y, doesn't really work. It would be great for both to be right of course but second to that is having one be right. Rather than making the more correct match the more wrong one? That assumes that hand held weapon penetration follows the same distribution pattern as bullets (it might well, but there less work on that because the variables are harder to identify and evaluate). And on top of that you have the point of the larger context of what those numbers represents in absolute terms for playing GURPS. Yes 1d6 is indeed swingy but the highest and lowest differ from the mid point by 2-3 points. Certainly enough for an effect, but in comparison to the much larger one for 14-84 its smaller. Also most hand held weapons are actually not just Xd but rather Xd+Y which reduces the proportional spread Quote:
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I agree but it wasn't a point I was contesting, just your chosen method will have knock on effects elsewhere. Quote:
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But again I'm not sure the trade off benefits for rolling 1d6 x 1d10 in order to give you a 1.67% chance of doing 1 damage is worth the knock on effects mentioned. It pretty much know that GURPS tends to give some odd results at the very low end of the scale (ask any any house cat who usually does 1d-5 damage but then chooses to do an AoA Strong)! I should add your should look at the armour as dice options and alternate damage rules in Pyramid, you migt find something you like. |
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11-02-2016, 02:32 PM | #78 |
Join Date: Jul 2005
Location: Holiday, FL
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Re: Converting Twilight 2000 for use with GURPS 4e
As far as some of the armor values I chose go, I selected the maximum damage the round could do because the specs for the armor demanded zero penetration at muzzle velocity with a 90˚ impact angle.
That's pretty much the worst case for the target. For any ranged weapon your velocity is constantly dropping the entire time of flight and we don't even get into complications as the angle of impact can differ a lot at long ranges from the line of sight because you're arcing the round. It's called a ballistic arc... ;) Modeling damage can be epically complex. There's folks who've taken "obviously" mortal wounds who are still walking around today. There's dead people who sustained apparently trivial injuries. Even assuming you come up with a simple system that perfectly models real world injury, is it something your players will come back for? Getting killed is discouraging if you have to report to character generation too often. Gaming is supposed to be entertainment! You know, fun? I live in the real world and I do my damnedest to not get stabbed, slashed or shot. Bet everyone else here does too! But when we make worlds and characters, we jump into the fray in a manner that makes Medal of Honor winners look like craven cowards. Getting your character killed realistically isn't fun for long.
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10-12-2017, 01:43 PM | #79 |
Join Date: Feb 2014
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Re: Converting Twilight 2000 for use with GURPS 4e
Hello there,
I'd really like to see your T2K to gurps file if you could post it to iron_sight@zoho that would be most appreciated. Thanks Thanks for your quick response I thought I'd be waiting ages until my message came up on your radar!. com...guv?...Ah yes of course I get what you're on about. Could you please send it to iron_sight@zoho.com OR gods.disco@gmail.com that would be most appreciated. Last edited by Tessen; 10-16-2017 at 01:53 PM. |
10-12-2017, 07:09 PM | #80 |
Join Date: Jul 2005
Location: Holiday, FL
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Re: Converting Twilight 2000 for use with GURPS 4e
Dot com? Dot net? Dot gov? ;)
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2000, gurps, high-tech, twilight |
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