11-08-2014, 03:46 PM | #61 | |
Join Date: Mar 2014
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Re: Balancing High Size Modifier
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How about only using wounding modifiers from the size of the attack to determine overpenetration? Does it really matter much how large the bullet that hits me is if it transfers the same amount of energy and momentum to my body? |
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11-08-2014, 05:13 PM | #62 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Balancing High Size Modifier
Quote:
Last edited by Anthony; 11-08-2014 at 05:18 PM. |
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11-08-2014, 05:34 PM | #63 |
Join Date: Mar 2014
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Re: Balancing High Size Modifier
It takes as much energy to destroy the second cube as the first, so I don't see why it should have more hit points than the other cube or IT(DR). That would make it more resistant against things like being destroyed with explosives or vaporized with a laser which is not supposed to be the case.
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11-08-2014, 05:46 PM | #64 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Balancing High Size Modifier
Because it has greater resistance to penetration -- the energy to break it apart totally is the same, but the energy to blow a hole through it is 4x greater.
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11-08-2014, 07:45 PM | #65 | |
Join Date: Jul 2008
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Re: Balancing High Size Modifier
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Lasers punch holes through, much the same as bullets do. Channel modifiers should be applied to lasers. If you do that, then the more HP (or IT(DR)) gets countered by the increased effective channel modifier and it balances out.
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11-08-2014, 07:57 PM | #66 | |
Join Date: Mar 2014
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Re: Balancing High Size Modifier
Quote:
You would need a ridiculously powerful laser to punch a hole through such a cube of metal... The laser melting the cube and then boiling the resulting liquid is a much more likely result. A broad beam won't do a better job at that than a narrow one (assuming that the total power of the beam is the same). There are other examples as well where it don't make sense for the cubes to have different hp or IT(DR). For example uniformly deforming the cubes with a hammer strike should take an equally powerful blow for both cubes (assuming that the hammer can withstand hitting such cubes without deforming). Last edited by Andreas; 11-08-2014 at 08:11 PM. |
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11-08-2014, 08:53 PM | #67 | |||
Join Date: Jul 2008
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Re: Balancing High Size Modifier
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Not sure the modeling of internal explosions on homogeneous objects is something we should take as a good point of reference though. Quote:
A diffuse heat-beam that melts and then vaporizes the metal isn't really modelable as GURPS damage, and doesn't have a meaningful relationship with most of the forms of attack that do HP damage. Quote:
EDIT: Note that these cubes are, necessarily, a bit of an abstraction. Cubes of metal in GURPS generally are modeled as having DR...and a smaller, presumably denser, sturdier cube probably has more DR. We're treating them as pure sacks of HP instead of how GURPS really would handle them. Not going anywhere with this, just pointing it out.
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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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11-08-2014, 09:07 PM | #68 |
Join Date: Jul 2008
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Re: Balancing High Size Modifier
Thinking about it, though, the two cubes do definitely pose a problem.
Because sure, maybe we can say one of them should have inflated HP or injury tolerance when we look at the pair of them. But how would someone who only had the small cube determine that they had an object of freakishly abnormal toughness?
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
11-08-2014, 09:22 PM | #69 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Balancing High Size Modifier
By studying its mechanical properties. DR basically corresponds to elastic deformation, HP to inelastic deformation.
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11-08-2014, 09:26 PM | #70 |
Join Date: Jul 2008
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Re: Balancing High Size Modifier
We have no established method by which to make that conversion, and indeed frequently treat HP as deriving directly from mass.
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Tags |
balance, brainstorm, house rules, size modifier, strength |
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