11-06-2016, 08:57 AM | #1 |
Join Date: Aug 2015
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Radiation mechanics
There are two alternative mechanics for handling radiation damage in GURPS.
The Basic Set rules are quite realistic, but also very complicated and require a lot of bookkeeping. The rules in GURPS After the End are simple and easy, but also not very evocative - they basically just treat radiation tolerance as another hit point track. Does anyone have houserules that would give the best parts of both - relatively easy to use, but also giving reasonably believable results that are sufficiently different from the effects of regular damage? |
11-06-2016, 09:26 AM | #2 | |
Join Date: Sep 2008
Location: near London, UK
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Re: Radiation mechanics
Quote:
To save you time, the rules there build on the Basic Set ones, but distinguish between short- and long-term damage effects; I don't think they're what you're after.
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11-06-2016, 10:22 AM | #3 |
Join Date: Aug 2015
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Re: Radiation mechanics
To elaborate on what I am looking for - I'd need rules for a campaign where radiation is a fairly rare threat, but still deserves specific handling rather than improvised ruling.
So what'd be optimal for me would be mechanics that allow relatively quickly determining the possible short and long term consequences of a single exposure, without requiring to keep track of values that will only matter in the event of a new exposure. |
11-06-2016, 11:04 AM | #4 |
Join Date: Sep 2004
Location: Canada
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Re: Radiation mechanics
I think your answer there is "Simply don't track cumulative exposure". Yes, this will be less realistic than tracking cumulative exposure, but seems to be exactly what you want to do.
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11-06-2016, 11:50 AM | #5 |
Join Date: Aug 2015
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Re: Radiation mechanics
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11-07-2016, 10:35 AM | #6 |
Join Date: Dec 2008
Location: Behind You
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Re: Radiation mechanics
What constitutes a single exposure?
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11-07-2016, 11:00 AM | #7 |
Join Date: Aug 2007
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Re: Radiation mechanics
Probably something like " a significant amount of radiation received in a defined time period". In many ways the time period chosen is a unit for convenient accounting but it probably should be less than 30 days as that's the time scale in which you heal the 90% of rads you're going to heal.
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Fred Brackin |
11-07-2016, 08:21 PM | #8 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: Radiation mechanics
Not particularly.
Quote:
Luke |
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11-07-2016, 09:02 PM | #9 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Radiation mechanics
Gurps can't really do things that are less likely than 1 in 216 due to the 3d6 curve. Most medium to long term radiation risks fall under that number regardless of one's particular stance on its dangers.
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