09-30-2010, 04:52 AM | #121 |
Join Date: Apr 2005
Location: France
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Re: Damage
All the replies above are very interesting. And I'd like to answer them.
Furthermore, those who know me enough (here or anywhere else) know that I'm very open-minded: I never hesitate to change my mind when I am wrong, and to recognize it clearly. So it would even be a true discussion, not just a way of trying to prove that I am right... Icelander, I perfectly agree with you about GURPS rules and even about Boxing and MMA in reality. I was just trying to answer to an argument - very clumsily, I have to admit it... Having said that it is not anymore the topic of this thread. It is even not anymore a discussion about GURPS. So if someone really wants to talk about this new topic, he can do it by posting private message to me or, if we are more than two, we can do it in the SJG Forum "General Chatter" rather than here. Make me know your choice. Here or with a private message. It can be: "We don't care about this boring discussion anymore, stop it!" I can understand it. Sorry for this new digression. The last one. Honestly! |
09-30-2010, 09:51 AM | #122 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: Damage
Quote:
Luke |
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09-30-2010, 04:18 PM | #123 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Damage
Quote:
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 09-30-2010 at 04:23 PM. |
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10-01-2010, 11:45 PM | #124 |
Join Date: Dec 2006
Location: Meifumado
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Re: Damage
Forgive me for being dense (and too lazy to math it out), but could you elaborate on what the point in doing this is? Does it make small damages smaller and big damages bigger? Does it make the first QHP lost more important than the last, or vice versa?
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Collaborative Settings: Cyberpunk: Duopoly Nation Space Opera: Behind the King's Eclipse And heaps of forum collabs, 30+ and counting! |
10-02-2010, 12:14 AM | #125 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: Damage
Quote:
For multiple wounds, the wounds accumulate slower. A person can thus take more small wounds and keep on going. Whereas in the standard system ten 1 HP cat scratches would force unconsciousness checks, in this system it would take 100 1 HP scratches to reach the same point. This is more realistic, wounds are not simply additive. It probably does not go far enough in this regards, but I wanted to keep the math and procedures simple. The interaction with armor is a bit more realistic as well. In the standard system, small amounts of armor tend to absorb more damage than would be expected. In this system, Armor that would stop a blow will still stop the blow, but armor that will let a blow through will let through more of the damage. I haven't yet worked out how to include bleeding with this system. For a system designed to be realistic, a good bleeding simulator is a must. Luke |
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Tags |
combat rules, damage rules |
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