01-17-2008, 02:12 PM | #51 | |
Join Date: Jan 2006
|
Re: Why aren't attack and damage related?
Quote:
I have no beef with how GURPS does damage, but if you say skill doesn't allow for harder, better placed, and more effective hits I disagree. Body mechanics matter, muscle memory matters, etc. As the OP said, there a thirty seven odd ways it models this. As other posters have said, redoing the system completely do make this more explicit would be more trouble than it was worth. |
|
01-17-2008, 02:21 PM | #52 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Re: Why aren't attack and damage related?
Quote:
Personally, I like my rules to be pretty universal. Having a generic thing like on HTH skills, an E skill gets +1/die (only) at DX+2, A skills get +1/die at DX, H skills get +1/die at DX, and +2/die at DX+2 (or whatever's the right thing to match Karate) across ALL muscle powered skills works. Having a Perk like Strongbow or Strongarm allowing effectively lowering MinST for a weapon by 1 or 2 is also pretty cool.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
|
01-17-2008, 02:39 PM | #53 | |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
|
Re: Why aren't attack and damage related?
Quote:
Skill will also determine cadence of blows (in real life), ability to judge on how to better chip the bits off (simple line through the wood? "cone"?), etc... The actual single blows are still rolled randomly, and this is probably why competitions aren't done like this... in order to effectively gauge skill you need sufficient blows over a certain time. I also doubt very much that all the competitors have the same ST, and yes that's a big factor in the damage. Mind you, I wouldn't give lumberjacks the skill Axe/Mace... as that's a combat skill, not just the skill of landing blows, it also involves an ammount of tactics, how to defend effectively, and so on... lumberjacks are not martial artists (although that's a fun concept). Something like Axe/Mace (Tool)... probably defaulting with -3 to actual Axe/Mace... much like Combat Sport or Combat Art... and even that's generous. All in all what I'm saying is that skill is not the mechanical GURPS part responsible for damage, and in a large part, it shouldn't any way. Let's say your a boat captain... your Shiphandling skill will not directly determine your speed. Certainly it helps to do everything necessary, but the bigger part depends on ship, wind, crew strength at the oars, your engine, currents, and other factors out of your control. After the basics are covered, more skill won't make the engine run faster... unless you're doing a cinematic game. The same applies for damage, it's determined on the larger part by a group of random factors (or normaly uncontrollable factors). You're not forced to agree with me, but this is how I view it. |
|
01-17-2008, 06:06 PM | #54 | |
Join Date: Jan 2006
|
Re: Why aren't attack and damage related?
Quote:
|
|
01-17-2008, 06:46 PM | #55 | |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
|
Re: Why aren't attack and damage related?
Quote:
|
|
01-17-2008, 09:35 PM | #56 |
Join Date: Sep 2007
|
Re: Why aren't attack and damage related?
Maybe this calls for a Power Blow-esque mechanic?
Say two samurai are fighting. One samurai, a boastful nub nub, hardly knows how to hold a sword, and so his blows are more careful and less powerful as he expends his energy controlling the weapon rather than striking with it. On the other hand, his experienced foe expends his energy weaving his weapon around his opponent's (Deceptive Attacks), hitting where it hurts (Targeted Attacks), and channeling more power into his attack (Power Attack). Say for every -2 to skill, you get +1 to damage. Rough draft. |
01-18-2008, 07:47 AM | #57 | |
Join Date: Apr 2005
Location: France
|
Re: Why aren't attack and damage related?
Quote:
So a very skilled warrior character spends some of his begining/earned points in hiking ST rather than again and again in his skill. Brief, remember that, in GURPS, the skill is just one part of the training. Attribute improvement and advantages is the other part... And several advantages let you deal more damage when you hurt someone. They also make you more "skilled" with your weapon... Last edited by Gollum; 01-18-2008 at 07:51 AM. |
|
01-18-2008, 08:11 AM | #58 |
Banned
Join Date: Aug 2004
|
Re: Why aren't attack and damage related?
Victim
HP 10; Dodge 8; DR 0 Strong Character ST 20; DX 10; Skill 12: total [108] Broadsword Thrusting: 2d Target torso; WM X2 Effective skill 12 Probability of successfully hitting: 55.35% Average damage output: 7.79 HP Skilled Character ST 10; DX 10; Skill 25; TA Broadsword thrust/vitals: total [63] Broadsword Thrusting: 1d-1 Deceptive Attack 8 reduces victim’s dodge to 4 Target vitals (-1) for X3 WM Effective skill 16 Probability of successfully hitting: 96.50% Average damage output: 7.84 HP Average damage output = Average damage X probability of hitting (And accounts for crits). Last edited by NineDaysDead; 01-18-2008 at 08:32 AM. |
01-18-2008, 08:19 AM | #59 | |
Join Date: Jun 2006
Location: Greenville, SC
|
Re: Why aren't attack and damage related?
Quote:
__________________
"Education is not the filling of a pail, but the lighting of a fire." -William Butler Yeats Cracked Dice Entertainment |
|
07-27-2010, 01:22 PM | #60 |
Join Date: Dec 2009
Location: Jacksonville FL
|
Re: Why aren't attack and damage related?
To complicate matters a bit more...
What about from the other side of things? If you roll to hit and succeed by 8 then by your logic the hit should do more damage. The system seems set up that way because the lower you roll under your skill the closer one gets to a critical success. I'm a huge fan of shades of gray in just about every aspect of gaming so it makes some sense to me and I might even consider making a house rule of it. The problem I see is when my players say that my orc may have made his skill roll by 8 to hit their character but the character only missed thier defence by 1. Shouldn't that count for something, also? An orc hits by 1 but the defender misses a defence by 8. Is that the same as the orc hitting by 8 and the defender missing by 1. It breaks down, though when the orc hits by 0. If the defender makes their defence "on the numbers" then it still a succesful defense. I like the initial idea, but to use it, I think that how much someone misses a defence by would also have to count and that seems to be A LOT of bookeeping. Very interesting idea though...
__________________
Two things that I learned from Dungeons & Dragons is that I LOVE GURPS and it isn't really a compliment when a gnome tells you your hair smells nice. |
Tags |
damage rules, kromm answer |
|
|