01-16-2008, 11:49 AM | #21 | |
Join Date: Jul 2005
|
Re: Why aren't attack and damage related?
Quote:
Something like this 0 Margin = 1 on each die 1 Margin = 1.5 on each die. 2 = 2 3 = 2.5 4 = 3 5 = 3.5 6 = 4 7 = 4.5 8 = 5 9 = 5.5 10 = 6 Example: your character shoots his pistol for 3d6 damage. If the roll beats her effective skill by 3, she does 3[dice]x2.5[margin result] = 7.5 (7) points of damage. I like the idea alot. It means one less roll you have to do.. Speeds things up if you've got your little table memorized. :) Of course this makes critical successes extra powerful since they are likely to bypass defense AND do amazing damage. My colleague doesn't have to worry about this since he gives people a defense factor which acts as a penalty when you attack them instead of rolling on defenses.. His method will alow for a much faster paced game.. Since you only need to roll once for an attack rather than roll to attack, roll to defend and roll for damage. Another solution the crit success power of making damage based on margin of success is to make critical hits special from a story point of view rather than from a damage point of view... If there is a critical success, perhaps you get what I like to call the roleplay "cut scene." Against Darth Vader, for example, Luke might roll his critical hit, bypassing Vader's defenses, but instead of just saying max damage, the gm would "cut scene" describing that Luke knocks Darth to the floor and hammers away again and again and again until Darth cannot defend anymore and his arm gets chopped off. Another problem with this method is that unskilled people are going to end up doing very little damage (typically) with very damaging weapons (such as guns). In the example I gave up above, if you are an untrained person who manages to shoot someone, you are likely going to be doing minimum damage (3 points with a big pistol). To curb this problem, you could consider rolling randomly (or giving the player the choice between random or margin based damage). I should also note that 3 points from a big gun to the body is likely to be multipled to 9, be a major wound for most, that will lead to blood loss and death if not immediately treated by major medical personnel... Last edited by LemmingLord; 01-16-2008 at 11:57 AM. |
|
01-16-2008, 11:53 AM | #22 | |
Join Date: Feb 2005
Location: Psionic Ward
|
Re: Why aren't attack and damage related?
Quote:
|
|
01-16-2008, 12:06 PM | #23 | |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Why aren't attack and damage related?
Quote:
|
|
01-16-2008, 12:06 PM | #24 | |
Join Date: Jan 2005
Location: Charlotte, North Caroline, United States of America, Earth?
|
Re: Why aren't attack and damage related?
Quote:
When you consider that GURPs works on the premise that one hit can and will stop a fight(not an inaccurate belief, imho), then it makes sense not to tie damage (directly) to skill. Shadowrun(a game where skill determines damage) works on the same premise, due to the description of it's melee combat, where a tie represents trading blows for no damage, while success represents a hit. There are a number of unarmed techniques that increase damage, at the expense of risking injury and a lower-skill. With MA, it should be possible to create weapons techniques that do the same.
__________________
Hydration is key |
|
01-16-2008, 12:11 PM | #25 | ||
Join Date: Jul 2007
Location: San Antonio, TX
|
Re: Why aren't attack and damage related?
Quote:
Really, the whole point of a skill roll enhancing damage is to simulate, through abstraction, what GURPS already demonstrates through less abstract terms. Quote:
__________________
She's like the sunrise Outshines the moon at night Precious like starlight She'll bring in a murderous prize ~Blind Guardian My Writing.com Last edited by Lonewulf; 01-16-2008 at 12:15 PM. |
||
01-16-2008, 12:16 PM | #26 |
Join Date: Jun 2006
Location: Montreal, Canada
|
Re: Why aren't attack and damage related?
I find funny to see a thread on something I was just thinking about this week. To me, to have less die rolls during combat and maybe speed up combat at the same time, I would handle damage this way (for melee weapons that is) :
- The weapon gives a certain (fixed) amount of basic damage - ST of the character a certain (fixed) amount of basic damage - And instead of rolling for damage, the margin of success (or a portion of it) would then add to the basic damage, the higher the level of success, the more damaging the blow is because of it's accuracy And to make combat even speedier, maybe remove the defense roll completely. Your defense score would be a modifier to the attacker's skill. This is where rolling against 3d6 might be a problem to handle attack rolls using this method as a single +/-1 to a skill makes a big change for middle range scores. Maybe SJ Games should create a GURPS 5th (or even better, a 4.5 edition) edition ;) KIDDING !!! :) |
01-16-2008, 12:34 PM | #27 | |
Join Date: Aug 2005
|
Re: Why aren't attack and damage related?
Quote:
|
|
01-16-2008, 12:44 PM | #28 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
|
Re: Why aren't attack and damage related?
My experience is that in real life, it's heavy, potentially damaging blows that are the hardest to control and thus the most likely to go off-target . . . but that doesn't make them less damaging if they don't go off-target. Well-aimed blows are generally lighter, faster strikes . . . but being right on target doesn't make them more damaging. Thus, the connection between precision and hurt is at best tenuous, at worst false. Such a connection might ring true if you read a good attack roll as good because it's a telling hit, and a bad attack roll as bad because it's an anemic graze, but the system's assumptions are that hits are essentially binary -- you get them or you don't -- and if you want to make skill count, you have to hit things that hurt more when hit. So I think that the people talking about hit locations are on topic . . .
__________________
Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
01-16-2008, 02:07 PM | #29 | |
Join Date: Jun 2006
Location: Montreal, Canada
|
Re: Why aren't attack and damage related?
Quote:
|
|
01-16-2008, 02:12 PM | #30 | |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Why aren't attack and damage related?
Quote:
Trading ST and Skill
|
|
Tags |
damage rules, kromm answer |
Thread Tools | |
Display Modes | |
|
|