Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 08-17-2016, 11:43 AM   #1
mlangsdorf
 
Join Date: Aug 2004
Location: Austin, TX
Default [AtE/HT] Barbed wire fencetops

High-Tech p 204 gives rules for crossing through barbed wire set us as concertina wire. But my usual experience with barbed wire is sets of single strands at the top of a chain link fence used to discourage climbing. For that kind of barbed wire, how do the rules on HT p204 and ATE2 p33 interact? Is it as simple as an extra DX-5 roll to avoid crying out and a slightly larger penalty on the Climbing roll?
__________________
Read my GURPS blog: http://noschoolgrognard.blogspot.com
mlangsdorf is offline   Reply With Quote
Old 08-17-2016, 11:50 AM   #2
Kromm
GURPS Line Editor
 
Kromm's Avatar
 
Join Date: Jul 2004
Location: Montréal, Québec
Default Re: [AtE/HT] Barbed wire fencetops

GURPS Action 2, p. 20 has rules that might prove useful in an action-and-adventure context. Realistic? Maybe not, but they cover the essentials: extra rolls, possible injury, and wasted time.
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com>
GURPS Line Editor, Steve Jackson Games
My DreamWidth [Just GURPS News]
Kromm is offline   Reply With Quote
Old 08-17-2016, 01:47 PM   #3
(E)
 
Join Date: Jul 2014
Location: New Zealand.
Default Re: [AtE/HT] Barbed wire fencetops

Basic barbed (double twist short spike) wire is brilliant at snagging loose clothes and objects. Fairly simple to cross without injury though.
__________________
Waiting for inspiration to strike......
And spending too much time thinking about farming for RPGs
Contributor to Citadel at Nordvörn
(E) is offline   Reply With Quote
Old 08-17-2016, 02:31 PM   #4
evileeyore
Banned
 
evileeyore's Avatar
 
Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: [AtE/HT] Barbed wire fencetops

Quote:
Originally Posted by mlangsdorf View Post
High-Tech p 204 gives rules for crossing through barbed wire set us as concertina wire. But my usual experience with barbed wire is sets of single strands at the top of a chain link fence used to discourage climbing. For that kind of barbed wire, how do the rules on HT p204 and ATE2 p33 interact? Is it as simple as an extra DX-5 roll to avoid crying out and a slightly larger penalty on the Climbing roll?
Note, the penalties I mention are on top of any for fence height or angle.

Cow Fence: Unpenalized Climb, unpenalized Will not make noise if injured.

Chainlink fence topper: -2 to -4 Climb (straight up or angled), unpenalized Will not make noise if injured.

On a Climb failure I'd have the PC take 1 point of damage/MoF and have to make a Climb check (equal to the Climb penalty) not to get hung up (requiring freeing themselves somehow, probably damaging clothes or equipment). On a critical failure they get hung up in some terrible fashion, like upside down by one leg, and still take the damage.

Most difficult part of climbing something like this (which I've done) is not the 'danger of getting cut', it's not getting hung up, having to go slow and careful. Or fast and loud by throwing something thick and heavy over the wire (like a canvas tarp).


Honestly, slipping and getting hung up is the greatest danger (baring tetanus from rusty spikes). I was hoping a 6 foot cow fence (like this, but 6') once when I was a kid and my blue jean cuff got caught. I ended up hanging there for an hour before the cuff finally gave away. I just couldn't get the right angle to climb back up with both hands and didn't have the upper body strength to haul myself up with one arm.
evileeyore is offline   Reply With Quote
Old 08-17-2016, 03:17 PM   #5
Andreas
 
Join Date: Mar 2014
Default Re: [AtE/HT] Barbed wire fencetops

1 point of damage per margin of failure seems way too harsh for such barbed wire. Remember that being stabbed with a large knife by a ST 10 person only does 1d-2 damage.

Something like 1d-5 damage on a failure (1d-4 on a critical failure) seems more reasonable.
Andreas is offline   Reply With Quote
Old 08-17-2016, 06:01 PM   #6
AmesJainchill
 
Join Date: Jun 2005
Default Re: [AtE/HT] Barbed wire fencetops

Quote:
Originally Posted by mlangsdorf View Post
High-Tech p 204 gives rules for crossing through barbed wire set us as concertina wire. But my usual experience with barbed wire is sets of single strands at the top of a chain link fence used to discourage climbing. For that kind of barbed wire, how do the rules on HT p204 and ATE2 p33 interact? Is it as simple as an extra DX-5 roll to avoid crying out and a slightly larger penalty on the Climbing roll?
The classic tactical use of barbed wire is to slow soldiers down and funnel them into kill zones for heavy machine guns or other emplaced weapons. Damage is secondary.
AmesJainchill is offline   Reply With Quote
Old 08-17-2016, 06:22 PM   #7
Flyndaran
Untagged
 
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
Default Re: [AtE/HT] Barbed wire fencetops

Quote:
Originally Posted by Andreas View Post
1 point of damage per margin of failure seems way too harsh for such barbed wire. Remember that being stabbed with a large knife by a ST 10 person only does 1d-2 damage.

Something like 1d-5 damage on a failure (1d-4 on a critical failure) seems more reasonable.
Maybe for ultra harsh realism, even rolling 0 counts as broken skin for infection. Anyone with cats knows how easy it is to not even notice long superficial gashes.
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check.
Flyndaran is offline   Reply With Quote
Old 08-17-2016, 07:30 PM   #8
evileeyore
Banned
 
evileeyore's Avatar
 
Join Date: Jul 2006
Location: 100 hurricane swamp
Default Re: [AtE/HT] Barbed wire fencetops

Quote:
Originally Posted by Andreas View Post
1 point of damage per margin of failure seems way too harsh for such barbed wire. Remember that being stabbed with a large knife by a ST 10 person only does 1d-2 damage.

Something like 1d-5 damage on a failure (1d-4 on a critical failure) seems more reasonable.
I statted them based on knowing someone who needed stitches all up one leg after getting caught in the top strand above the knee, falling, and having it rip all down his calf (in multiple places).
evileeyore is offline   Reply With Quote
Old 08-17-2016, 10:52 PM   #9
(E)
 
Join Date: Jul 2014
Location: New Zealand.
Default Re: [AtE/HT] Barbed wire fencetops

In an AtE setting, one thing to note is that the better condition the fence is in the easier it will be to climb. A half broken fence (provided it is still vertical) will be a lot harder to get past.
__________________
Waiting for inspiration to strike......
And spending too much time thinking about farming for RPGs
Contributor to Citadel at Nordvörn
(E) is offline   Reply With Quote
Old 08-18-2016, 12:01 AM   #10
Andreas
 
Join Date: Mar 2014
Default Re: [AtE/HT] Barbed wire fencetops

Quote:
Originally Posted by evileeyore View Post
I statted them based on knowing someone who needed stitches all up one leg after getting caught in the top strand above the knee, falling, and having it rip all down his calf (in multiple places).
That seems like a high damage critical failure. Lesser injuries are far more common than that. It is true that you can get even worse injuries than what you describe, but the most serious injuries are significantly more uncommon than rolling a 3 with three dices.

If you want the possibility of very serious injuries, increasing the damage of critical failures to 1d-2 cutting damage would allow for major wounds for people with 12 HP, though that might very well make serious injuries too common.

Quote:
Originally Posted by Flyndaran View Post
Maybe for ultra harsh realism, even rolling 0 counts as broken skin for infection. Anyone with cats knows how easy it is to not even notice long superficial gashes.
That seems reasonable. At least if you don't have significant clothing to protect you.

Last edited by Andreas; 08-18-2016 at 12:09 AM.
Andreas is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:25 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.