11-08-2014, 09:36 PM | #71 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Balancing High Size Modifier
GURPS is pretty vague on what HP are, but the key feature of DR vs HP is that the DR doesn't (normally) ablate, while HP loss represents lasting damage, and, well, for a homogenous object that's basically the distinction between elastic and inelastic deformation.
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11-09-2014, 02:12 AM | #72 |
Join Date: Jul 2008
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Re: Balancing High Size Modifier
Yes, but that trivial statement does nothing to help me determine the HP of a block of metal.
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11-09-2014, 03:27 AM | #73 | |||
Join Date: Mar 2014
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Re: Balancing High Size Modifier
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Would this not just make the problem even worse? Assume that each hammer is of the same scale as the cube it is attacking. Then the smaller cube will take even less damage since the hammer attacking it is smaller. |
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11-09-2014, 04:25 AM | #74 | |||||
Join Date: Jan 2010
Location: Brighton
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Re: Balancing High Size Modifier
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I think I see the problem here I'm not talking about a linear relationship I'm just stalking about a proportional one (more size more HP) ah well if you say three time it must be 3x as true I guess! Quote:
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That 10pt .22 will do 5pt wound to the human the same .22 round would also do a 5pt wound to the T-rex. The limiting factor here is the rounds ability to inflict damage In order to penetrate the t.rex entirely it would have to do a 100pt (50pt wound). I.e it would have to be 10x as powerful! Noticeable that super .22 would be limited to a 5pt wound on the human. Because as you say depth matters. In this instance the limiting factor is over penetration (i.e. depth) Also remember a .22 doing 100pt of damage is on average a 29d attack, that's going to be a lot of energy being imparted! Quote:
The fact that the overall effect of the wound is relevant to the overall HP is what matters when it comes to effect on the target. Which is why a .45 doing 6pt damage leaves a 9pt wound channel. Assuming there enough body to leave the entire channel in. Which is 90% of HP to a HP10 target, but only 9% of HP on HP100 T-rex. The wound is the same size in both targets, but the different size of the different target's bodies means it has a different impact on the whole target. Quote:
There are several limiting factors here in terms of defining the effect of wounds 1). Weapons ability to impart energy (damage rolled) 2). Physical properties of the wound left due to physical properties of the weapon (WM) 3). The target's ability to withstand damage (HP) Depth can come in into play in several places here, but it doesn't always and it when it does it not always the only or even the main limiting factor on the effect on injury EDIT: One thing you seem to now be talking about the issues of variable Pi, whereas before you were just talking about penetrative damage and wound totals. These are two different things, (and what I replied to Anthony about) Last edited by Tomsdad; 11-09-2014 at 06:33 AM. |
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11-09-2014, 06:19 AM | #75 | ||
Join Date: Jan 2010
Location: Brighton
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Re: Balancing High Size Modifier
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However I do agree Pi is a bit odd as penetration damage otherwise increases proportionally with HP (and your example shows that). And the fact that it tops out at P++ which is it's own oddity in the other direction) However I don't think the Pi mechanic is designed to to just model damage in terms of volume of wound channel but more the disproportional effect of wider wound channels on different targets. Which is why it different between living, unliving and homogeneous etc. So don't get me wrong I get the theory behind saying what counts as a P++ wound on human should count as P- on a T-rex in terms of disproportional effects of a 18mm wound channel on both (beyond the penetration) My problem with adjusting the WM is you have to come up with a general sliding scale of adjustment to size or target and thst going to assume . I think I'd rather do it by making specific adjustment to the target (injury tolerance, DR etc) DR in particular counters Pi+ and Pi++ as every point of DR removal more than point of injury. DR also solves the large targets being taken down by lots and lots of tiny attacks. However that is a fudge I will admit. I have seen the the various tweaks for increases HP by mass, which I'd be fine with as well (but the HP to ST relationship would need to be rethought out). One suggestion could be giving the same discount on HPs that positive SM gives to ST? (EDIT: sorry not very clear as in extra HP brought on top of those from ST that would already be discounted) Last edited by Tomsdad; 11-09-2014 at 10:55 AM. |
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11-09-2014, 08:07 AM | #76 | ||
Join Date: Jul 2008
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Re: Balancing High Size Modifier
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10 pi and 10 pi++ penetrate to exactly the same depth in a given substance, so the same goes for 10 burn+ and 10 burn++. The laser doesn't act particularly like an explosion regardless of depth. It mainly acts like a (very fast) drill. Why would a smaller hammer make it take less damage? A smaller and thus finer-pointed hammer delivering the same energy (alternatively momentum, melee damage is problematic) should have higher damage.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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11-09-2014, 08:41 AM | #77 | ||||||
Join Date: Jul 2008
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Re: Balancing High Size Modifier
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Also, using 'proportional' to refer to a non-linear relationship would be a problem, though I think this is the first time you did it. Quote:
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Projectiles that fully penetrate were the subject, not projectiles of fixed damage. Quote:
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No, I'm not talking about issues with variable pi, aside from the side complaint about the range being bounded at the ends.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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11-09-2014, 01:07 PM | #78 | |
Join Date: Jan 2010
Location: Brighton
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Re: Balancing High Size Modifier
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Cheers for your patience! TD |
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Tags |
balance, brainstorm, house rules, size modifier, strength |
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