08-28-2013, 05:37 PM | #1 |
Join Date: Jan 2005
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more than one 1/2 damage range?
I'm thinking I want to design a weapon/attack that has several damage bands instead of just full/half. If I end up making this as a power what would be the value of such a change? If you look at a typical innate attack with range 10/100 and change it to 10/anything/100 then its obviously a limitation since you are decreasing damage but how much of a limitation?
Has anyone done anything like this? |
08-28-2013, 07:07 PM | #2 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: more than one 1/2 damage range?
I've made plans to change 1/2D to -1/die, at more bands.
So, a bow becomes x5/x20. Is it more than x5? -1/die. more than x5x2(x10), -2/die more than x5x3(x15) is -3/die
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08-28-2013, 07:18 PM | #3 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: more than one 1/2 damage range?
I did effectively this in The Deadly Spring as an option. I quite like it for some projectiles.
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08-28-2013, 08:38 PM | #4 |
Join Date: Nov 2009
Location: Oregon
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Re: more than one 1/2 damage range?
It's not too hard to give Innate Attacks range "increments" beyond 1/2D. You can just apply Increased / Reduced Range to part of the damage. For example, throwing x1/5 Max Range on half of an attack's damage gives an attack with 1/2D 10yd, 1/4D 20yd, Max 100yd, for a limitation value of -5% overall. You can reverse that, putting x5 Max Range on half the attack, for 1/2D 10yd, 1/4D 100yd, Max 500yd, for +5%.
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08-28-2013, 09:31 PM | #5 | ||
Join Date: Jan 2005
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Re: more than one 1/2 damage range?
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08-28-2013, 10:39 PM | #6 | |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: more than one 1/2 damage range?
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However, it still gives far too big numbers for my taste, because you only get -1/die(71.4% of damage) when the sqrt of the kinetic energy is equal to 71.4% of the original sqrt of the kinetic energy. I think it's flawed because if the sqrt of the kinetic energy is 75% of the original, it still counts as full damage. IMO, it should be rounded to the nearest number. So, if it's less than 85%, it should be already -1/die, less than 60% already -2/die etc...
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08-28-2013, 11:10 PM | #7 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: more than one 1/2 damage range?
In terms of limitation values, the simple way to model this is to start by reducing Max to 1/2D (-15% -- combination of reduced range 3 -30%, increased 1/2D 3 +15%) and then buying increased range on the amount of damage you want to continue out to longer ranges (so if you want increased range 3 on half your damage, that's +30% on half damage, or +15% -- exactly the same as RAW)
If an attack does full damage at 10 yards, 3/4 damage at 20 yards, 1/2 damage at 50 yards, and 1/4 damage at 100 yards, that works out to: Reduce Range 3 (-30%) Increased 1/2D 3 (+15%) Increased Range 1 on 75% (+7.5%) Increased Range +1 on 50% (+5%) Increased Range +1 on 25% (+2.5%) Total +0%. |
08-29-2013, 01:27 AM | #8 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: more than one 1/2 damage range?
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08-29-2013, 06:25 AM | #9 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: more than one 1/2 damage range?
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