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Old 07-17-2012, 03:35 AM   #21
Peter Knutsen
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Default Re: Continuous Armor Divisors

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Originally Posted by Tyneras View Post
Any suggestions or feedback would be appreciated before I start converting things over to this more granular system.
One piece of feedback is that having to divide by afractional vlaue during play is not nice.

The Danish language RPG system Via Prudensiae does that, and while it may be an absolutely beautiful simulation of fighty stuff, it's not particularly playable.

I haven't read the Survivable Guns issue yet, but it sounds as if there are some bad ideas in it, if the author expects people to do complicated arithmetic during play.

GURPS' model where damage represents armour penetration (albeit with the rare AD), and then if armour is penetrated you do some simple arithmetic to find actual damage, is much more playable than VP.
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Old 07-17-2012, 08:50 AM   #22
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Default Re: Continuous Armor Divisors

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Originally Posted by Peter Knutsen View Post
I haven't read the Survivable Guns issue yet, but it sounds as if there are some bad ideas in it, if the author expects people to do complicated arithmetic during play.
It really doesn't require any extra math during play. When recording gun stats you just halve their damage and double their armor divisor. In play they work like any other gun.
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Old 07-17-2012, 11:33 AM   #23
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Default Re: Continuous Armor Divisors

Of course, neither of the "real" -Tech books use Hardened. I think you might be able to adjust it's use in GURPS Ultra-Tech to be more like the specific armor rules in GURPS High-Tech. The same thing might also apply to realistic biological DR. That just leaves comic-book-y characters with Basic Set Hardened.
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Old 07-17-2012, 12:15 PM   #24
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Default Re: Continuous Armor Divisors

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Of course, neither of the "real" -Tech books use Hardened.
They use increased DR vs specific attack types, which is usually equivalent to Hardened (shaped charges only).
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Old 07-17-2012, 12:18 PM   #25
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Default Re: Continuous Armor Divisors

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Originally Posted by Anthony View Post
They use increased DR vs specific attack types, which is usually equivalent to Hardened (shaped charges only).
No, because that's not the way Hardened interacts with AD.
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Old 07-17-2012, 12:25 PM   #26
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Default Re: Continuous Armor Divisors

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Originally Posted by Anthony View Post
They use increased DR vs specific attack types, which is usually equivalent to Hardened (shaped charges only).
It's not ever presented as Hardened outside of GURPS Ultra-Tech and doesn't appear to interact with Armor Divisors in the same way. If it was just Hardened (Shaped Charges Only) why isn't it just written that way?
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Old 07-17-2012, 12:49 PM   #27
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Default Re: Continuous Armor Divisors

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Originally Posted by sir_pudding View Post
It's not ever presented as Hardened outside of GURPS Ultra-Tech and doesn't appear to interact with Armor Divisors in the same way. If it was just Hardened (Shaped Charges Only) why isn't it just written that way?
Because it's actually easier to write extra DR (shaped charges only). I don't recall if laminate armor is actually given an enhancement value in 4e, but if it were, it would almost certainly be priced as if it were a limited form of Hardened.
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Old 07-17-2012, 12:52 PM   #28
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Default Re: Continuous Armor Divisors

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Originally Posted by Anthony View Post
Because it's actually easier to write extra DR (shaped charges only).
When you do that you also don't get all these weird puzzles with AD "steps" and non-standard AD.
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I don't recall if laminate armor is actually given an enhancement value in 4e
There isn't.
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Old 07-17-2012, 01:09 PM   #29
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Default Re: Continuous Armor Divisors

It's actually annoying that we're given a standard procedure to use for countering Armour Divisors, and then a bicycle of a procedure is reinvented for HT.
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