10-19-2020, 12:58 PM | #11 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Blunt Trauma ... Messed up?
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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10-19-2020, 01:26 PM | #12 | ||
Join Date: Oct 2007
Location: Kentucky, USA
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Re: Blunt Trauma ... Messed up?
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GURPS Fanzine The Path of Cunning is worth a read. |
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10-19-2020, 03:24 PM | #13 |
Join Date: Aug 2018
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Re: Blunt Trauma ... Messed up?
Maybe there's some way of making "Divides the Quotient" layers of flexible DR somehow balanced but I'm not really sure how.
Maybe somehow flexible could be a meta-limitation of "Bane: Grappling" and "4/5 effectiveness against crushing" and "9/10 effectiveness against othe physical attacks"? That latter pair might actually be "9/10 against all physical attacks" w/ "double effectiveness against crushing" |
10-19-2020, 05:58 PM | #14 | ||||
Join Date: Jun 2010
Location: Dreamland
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Re: Blunt Trauma ... Messed up?
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Actually, that makes perfect sense. Side note, I wonder if the weight of armor (and encumbrance in general) would realistically affect fall damage (it seems too fiddly to actually use in play). |
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10-19-2020, 06:58 PM | #15 | |
Join Date: Aug 2018
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Re: Blunt Trauma ... Messed up?
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Side benefit: aside from giving Crushing Attack 20% more damage, it also gives it 20% more knockback (sorely needed) Based on this, the "1/10 basic damage" knockback which things like piercing attack get would be 1/12 the "12/10 basic damage" knockback which crushing would now get, which seems small enough to be not-unsettling. You could also give knockback to attacks without blunt trauma via the NBT enhancement (B104) if BT gave some measure of it. Let's say Ignores DR +300% becomes Ignores Flexible DR +60% by assuming that's -80%... Adding 3/5 the cost means a 1d Crushing Attack that does costs 8 points per die. Relative to a 10-dice innate attack (let's say Impaling 10 [80] or Huge Impaling 5 [80]) this is an extra 10% of the overall cost. By jumping from "1 per 10" to "1 per 5" you're basically increasing by "1 per 10" to "2 per 10". OTOH for something 3/die like small piercing 10 [30] 8 points is more than 26%. |
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10-20-2020, 08:22 PM | #16 |
Join Date: Jun 2010
Location: Dreamland
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Re: Blunt Trauma ... Messed up?
I'm still not certain that it causing any amount of knockback actually makes sense. Rather, I'd just have the damage be considered crushing for anything that cares about it (for instance, this makes flexible DR bad for homogenous creatures because you'll take more injury in the end).
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fixed base cost, improved zombie |
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