06-12-2019, 12:42 PM | #1 |
Join Date: Aug 2004
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Advantage that only applies to a hit location
I'm trying to create an ability for my DF game in which one of the effects is that the target's DR is increased by +1 to his arms only. What would be the limitation value for this?
The right arm is hit on a roll of 8, while the left arm is hit on a 12. That's a 46 in 216 chance of it occurring if my math is correct, or 21.3%. From the table on PU8, page 4, the percentage of time that the ability works, the range 19-31% is a -30% limitation. Did I just answer my own question? |
06-12-2019, 12:55 PM | #2 |
Join Date: May 2007
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Re: Advantage that only applies to a hit location
On Basic Set p.47, the "Partial" limitation to Damage Resistance provides provides the canonical limitation values for Damage Resistance that only protects a specific body part: a 10% limitation value per -1 to target that hit location, doubled if only protecting one limb/extremity out of a pair (or -10% for "torso only"). Mind you, I feel this to be horribly stingy, even by the standards of GURPS limitations, and suspect that your idea probably would result in fairer cost.
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06-12-2019, 01:28 PM | #3 |
Join Date: Jun 2013
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Re: Advantage that only applies to a hit location
Personally, I prefer to scale the cost of DR the same way the cost of armor scales - with straight percentage coverage. Use either the % coverage from LT (but divide by 3, since full armor is 300%) or figure out the square footage of coverage via one of the Pyramid Armor Design articles and divide by the 21.35 square feet of full coverage.
This arguably gives the character too much of a discount, but I'm fine with encouraging players to build characters with imperfect DR. This could be applied to other Advantages as well, but you'll want to be careful - it's probably fine for Regeneration, but not so much for Regrowth (since the latter generally only has a gameplay impact on the limbs and extremities).
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06-12-2019, 01:32 PM | #4 |
Join Date: Jul 2008
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Re: Advantage that only applies to a hit location
What exactly would be the mechanics of Regeneration with Partial?
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06-12-2019, 01:56 PM | #5 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Advantage that only applies to a hit location
It would only heal damage to that location. That means tracking HP by location so it would add bookkeeping to most campaigns.
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06-12-2019, 02:08 PM | #6 | ||
Join Date: Jun 2013
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Re: Advantage that only applies to a hit location
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*Yes, this is less than 20% of the cost of the trait. I feel it's appropriate to simply multiply by coverage, rather than have a -n% modifier.
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06-12-2019, 02:14 PM | #7 | |
Join Date: Jul 2008
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Re: Advantage that only applies to a hit location
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Unless you just mean noting a hit location for all damages...except the ones that actually have no hit location, like systematic poison or large-area injuries...
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06-12-2019, 02:19 PM | #8 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Advantage that only applies to a hit location
We already have something similar or crippling wounds.
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06-12-2019, 02:21 PM | #9 | |
Join Date: Jun 2006
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Re: Advantage that only applies to a hit location
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Look at how the rules for DR expand from a very simple rule (subtract DR from any damage roll) to stuff like how much DR applies to eyeslits, chinks in armor, large area injury, sealed vs. unsealed.... The rules for DR have already been worked out for you long ago, but for most other stuff you're going to have to make it up. Be prepared for that.
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06-12-2019, 04:17 PM | #10 | |
Join Date: Jun 2013
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Re: Advantage that only applies to a hit location
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Of course, even with a chart of % body coverage, this probably wouldn't be a terribly quick calculation, so you wouldn't want to do it without some sort of assistance from a spreadsheet or similar. Much less problematic if you do the RAW way (average Torso and lowest), then just multiply by % coverage (in the above case, 2*0.082=0.164, so too little injury to even bother with the effects of one-arm Regeneration).
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