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09-20-2015, 01:44 PM | #1 |
Join Date: Dec 2014
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Actual Impaling Question
What are the rules for actual impaling? Like, how much damage does an impaling weapon need to do before it actually goes straight through the body and stops dealing damage? The same question goes for the different levels of piercing damage.
I'm assuming cutting damage has a 6x HP damage limit or something since being cut clean in half would be almost certain instant death while crushing has no limit since you would be practically exploding after a certain point of force. |
09-20-2015, 01:59 PM | #2 |
Join Date: Sep 2004
Location: Canada
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Re: Actual Impaling Question
What you're looking for is the "Overpenetration" rules. Basic Set 408. Further stuff related to weapons going through people on High Tech p 162. I'm pretty sure there's something else I'm missing - possibly in Martial Arts.
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09-20-2015, 02:01 PM | #3 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Actual Impaling Question
Overpenetration is on B408.
Optional rules for blowthrough no longer causing direct damage is on HT162. Impaling (and keeping at bay) a charging foe is on MA106. |
09-20-2015, 07:09 PM | #4 |
Join Date: Dec 2014
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Re: Actual Impaling Question
So the rules basically say after 1xHP damage (if using bleeding rules), the weapon/projectile has gone through the body and stops inflicting injury. However, this seems small for impaling/huge piercing and overkill for small piercing. Would it be better for the threshold to be 0.5xHP for small piercing, 1xHP for piercing, 1.5xHP for large piercing, and 2xHP for huge piercing/impaling? The reasoning behind it is that something with a larger diameter should cause a much wider wound canal meaning higher potential injury. This is all for a general torso hit without vitals btw.
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09-20-2015, 08:27 PM | #5 | |
Join Date: Jul 2008
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Re: Actual Impaling Question
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09-20-2015, 09:04 PM | #6 | |
Join Date: Apr 2007
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Re: Actual Impaling Question
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EDIT: Quite frankly I don't see why they didn't have rules for getting thrust/imp weapons stuck in your opponent standard (making it a specific damage threshold instead of just the way the section on Picks reads) since with high enough ST it's possible to do as much damage with a thr/imp weapon as a ST 10 person could do with a sw/imp one... Last edited by Barghaest; 09-20-2015 at 09:12 PM. |
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09-20-2015, 11:47 PM | #7 | |
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Join Date: Mar 2012
Location: far from the ocean
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Re: Actual Impaling Question
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09-20-2015, 11:53 PM | #8 |
Join Date: Jul 2008
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Re: Actual Impaling Question
Those are completely different things. Overpenetration is about how much the target's body does to stop your attack from hitting something behind them. That is about damage by definition, because damage is penetration. And mechanically it doesn't have any relevance to the rules on HT162.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
09-24-2015, 07:22 AM | #9 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Actual Impaling Question
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Back in 3e my rules was 'damage is capped at HP, injury at HP or HP x wound modifier, whichever is higher' to avoid this. It still makes .45 ACP ball noticeably more effective than 9x19mm ball rather than slightly, which is a bit annoying. I think if I were to introduce a damage cap for piercing and impaling attacks today I'd go with twice the major wound threshold for limbs and extremities, and 2xHP for the torso.
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09-24-2015, 09:04 AM | #10 | |
Join Date: Jul 2008
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Re: Actual Impaling Question
Quote:
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injury, rules, rules clarification |
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