02-06-2007, 07:02 PM | #11 | |
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Edge Protection rules update (draft)
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You may also want to rethink your Toughness combining with EP at 1:1, that seems a bit broken at present, insofar as it makes your Toughness too tough. |
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02-06-2007, 08:12 PM | #12 | ||
Join Date: Aug 2004
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Re: Edge Protection rules update (draft)
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That would leave net complexity untouched – except that 4e's flexible armor rule doesn't actually do anything at low TL, so I admit it wins the simplicity comparison. By definition, a rule that doesn't do anything will always be less complex than a rule that does do something. : ) Quote:
* To avoid confusion to passersby: this is an original working of toughness from muscle mass etc., not the official 3e trait Toughness. See article.
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02-06-2007, 08:34 PM | #13 | ||
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Edge Protection rules update (draft)
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02-07-2007, 06:59 AM | #14 | ||
Join Date: Aug 2004
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Re: Edge Protection rules update (draft)
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Actually, the statement "edge doesn't penetrate, so damage is crushing" on its own, sans stats, does the trick. All EP does is set some point at which the edge does penetrate the armor – something presumably possible with any real armor. Quote:
If you want to model that effect (and that's IF), then certainly, a beefy build will withstand armor-denting wallops that would nastily bruise a skin-and-bones type. That would be an intentional and desired result of mixing the Toughness rules with flexible armor blunt trauma rules – a feature, not a bug! I'm not trying to plug the Toughness rule here or in the EP article, though; it's only mentioned at the end of the article for completeness in dealing with the topic. It's a tangent.
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com Twitter: @Gamesdiner | RSS: here ⬅︎ Updated RSS link | This forum: Site updates thread (occasionally updated) (Latest goods on site: GLAIVE Mini levels up to v2.4. Update to melee weapon design tool, with more example weapons and commentary.) |
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02-07-2007, 08:21 AM | #15 |
Join Date: Aug 2004
Location: Nashville, TN
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Re: Edge Protection rules update (draft)
Tbone, it appears that the stated goal is to use EP and give GURPS armors roughly the same defensive values they have now. Many of us believe that armor, perhaps especially plate, doesn't give sufficient protection against the amounts of damage dealt by ordinary low-tech foes.
Is making suggestions for revamping the armor system (lower weight, higher defense for some armors) utilizing your EP rule something you plan to do, or is that something that others of us should take on utilizing your EP mechanic? Good stuff, though. Now and always.
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I didn't realize who I was until I stopped being who I wasn't. Formerly known as Bookman- forum name changed 1/3/2018. |
02-07-2007, 08:52 AM | #16 |
Grim Reaper
Join Date: Aug 2004
Location: Italy
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Re: Edge Protection rules update (draft)
Agree with Bookman
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bye! -- Lut God of the Cult of Stat Normalization |
02-07-2007, 10:20 AM | #17 |
Join Date: Aug 2004
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Re: Edge Protection rules update (draft)
This is good stuff, and it saves me a lot of work. I do think Ill be taking the less of blunt damage or the original wound modifier (for small piercing), as small bullets simply have less momentum to be doing crushing damage with. A small piercing bullet striking a 1" flat plate that fully stops the bullet will do less damage than a beanbag bullet fired from a caliber that rates as normal piercing, even at similar velocities. The mass is the thing.
But I like it, thanks for posting it in a nice, accessible form! Chandley |
02-07-2007, 05:02 PM | #18 | ||
Join Date: Aug 2004
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Re: Edge Protection rules update (draft)
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Revising it would be an interesting separate topic. Is there some concensus out there on what more "correct" defensive values would be? Quote:
For what it's worth, I made a forum topic at http://www.gamesdiner.com/forum_armor_update for anyone who wants to suggest ideas. I'll give site newsletter subscribers a ping soon too. Thanks!
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02-07-2007, 05:24 PM | #19 | |
Join Date: Aug 2004
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Re: Edge Protection rules update (draft)
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Going on a tangent: I've never warmed to handling of bullets in GURPS, even with 4e's change from crushing to piercing. Seems to me that all piercing should have a damage mod > x1, increasing with caliber size – anything that pierces the flesh should be more injurious than a blunt blow of equivalent force (= same basic hits). Small caliber bullets would be represented by low basic hits, and a damage mod a little more than x1. DR would of course be useful vs the bullets, as it is now, but anything that prevents the piercing of flesh (i.e., EP) would also be of value, as it should be. Of course, modeling bullets with "moderate basic hits, high damage multiplier" may have the effect of making body armor too effective overall vs bullets. An armor divisor vs body armor (at least low-tech armor) would fix that, and fits the common view that historical armor quickly proved itself far less useful vs bullets than it had vs low-tech weapons. Well, all that's been argued in part or whole by others before, and I'm sure there are good counter-arguments too. How to best handle bullets is probably best left to its own thread.
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02-07-2007, 05:31 PM | #20 | ||
Join Date: Aug 2004
Location: Nashville, TN
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Re: Edge Protection rules update (draft)
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I didn't realize who I was until I stopped being who I wasn't. Formerly known as Bookman- forum name changed 1/3/2018. |
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armor, edge protection |
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