11-23-2011, 01:17 PM | #21 | |
Join Date: Jul 2009
Location: Oklahoma City
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Re: [Pyramid 3/33] Reverse-Engineer Basic Set Weapons
Still messing with it:
For the ST10 Crossbow (however useless it might actually be), it occurred to me that, rather than downgrading the stronger sample, I should upgrade the hand-crossbow sample. Changed it to 160lb draw (max ST10), horn/sinew, 36" span, etc.—still weak as hell, but functional. In the process, also discovered that the damage the spreadsheet reported as "0d+3" actually translates to "1d-1"—that saves some headaches. Also in the process, I ran across this part of TDS I had missed, which just happens to be what I was looking for in the first place (LOL): Quote:
Code:
(damage, converted to points * 1.75)/2.5, converted back to dice
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11-23-2011, 01:32 PM | #22 |
Join Date: Sep 2004
Location: Canada
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Re: [Pyramid 3/33] Reverse-Engineer Basic Set Weapons
If this helps any, this simplifies to "Original damage * 0.7"
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11-23-2011, 02:07 PM | #23 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Pyramid 3/33] Reverse-Engineer Basic Set Weapons
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11-23-2011, 02:19 PM | #24 |
Join Date: Sep 2004
Location: Canada
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Re: [Pyramid 3/33] Reverse-Engineer Basic Set Weapons
I'm pretty sure single ST 10 men weren't loading the crossbows that weighed 35 lbs... Put a stronger man on it, or better yet a two man team with two stronger men (even ST 12).
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11-23-2011, 02:23 PM | #25 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [Pyramid 3/33] Reverse-Engineer Basic Set Weapons
Right, so the answer isn't, "Use a 100lb windlass" it's "Use a stronger crossbowman and/or an assistant crossbowman".
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11-23-2011, 06:07 PM | #26 | |
Join Date: Mar 2006
Location: Iceland*
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Re: [Pyramid 3/33] Reverse-Engineer Basic Set Weapons
Quote:
I was very sorry not to have time to assist Doug with his article, as I did eventually come up with my own system for crossbows in my campaigns. Fortunately, it also tracks draw weight and then has spanning devices allow the spanning of a multiple of BL and/or allow you to keep cranking for a period of time. Which means I could use the bow stats his system spits out and then just figure out how long the bow takes to span using my rules.
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11-24-2011, 08:45 AM | #27 |
Join Date: Jul 2009
Location: Oklahoma City
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Re: [Pyramid 3/33] Reverse-Engineer Basic Set Weapons
For anyone else trying to design proper crossbows, as I am, might benefit from this resource I've stumbled upon. Not exact dimensions, but enough information to make an educated start.
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11-24-2011, 09:02 AM | #28 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [Pyramid 3/33] Reverse-Engineer Basic Set Weapons
Quote:
Dhc
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11-24-2011, 09:15 AM | #29 |
Join Date: Mar 2006
Location: Iceland*
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Re: [Pyramid 3/33] Reverse-Engineer Basic Set Weapons
The ones in Low-Tech ought to be multipliers on Basic Lift, not some bizarre ST multipliers.
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11-24-2011, 09:33 AM | #30 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [Pyramid 3/33] Reverse-Engineer Basic Set Weapons
So to find out how much ST does a cranequin grant for the MinST calculation of a crossbow for a given character, one has to do a square and a square root? As absurd as it sounds, working with BL is bizarre in GURPS, not with ST. It might be more correct from a physics standpoint (okay, it is), but it is bizarre here. GURPS doesn't normally interact with BL directly that way. In a way, 3e ST was simpler.
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