09-27-2010, 07:12 PM | #21 |
Join Date: Sep 2010
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Re: Damage
Maz, first of all thanks for the page references in the 3e books, I know, I know, I tried to get the GM to use 4th, but he has the 3rd books and wasn't willing to shell out the $$ for the new stuff. (He is a poor college student.)
The reason I mentioned speed is because it seems as though the game is trying to be all detailed in one area, but totally overlooks another. And I believe that if you are going to be detailed, then be detailed in as much as you can. I will look into the unbalancing aspect of weapons. Here's the main disconnect with thrust & swing damage: the fact that over 90% of your swing attacks will be made at around 50% strength, while the reverse is true for thrusting. If we are talking about using a baseball swing, I agree, it will have a higher base damage than a thrust - once it connects. But, it is much too slow to use in actual combat. If I had a longsword/epee and you had a battle-axe, the second you "wound up" to take your swing, I would stab you. And by the time your weapon got around to anywhere near me, I would have stabbed you 3-4 times. The only time you swing with full strength is when they cannot attack you for whatever reason (surprise, stunned, asleep, etc..), or when you are willing to sacrifice yourself for the goal of whacking the crap out them. With the hits and vitals, I was making a dig at the HP system - which I don't like. I prefer to use an injury-type system where when you hit in such a fashion, it says the damage done, like: "pierced thigh, movement restricted, negative mod to defense," etc.. Hit points are ancient, primitive, and a fairly, well, sophomoric method of dealing with damage, imo. (Unless they truly reflect the damage capacity of the whole body, in which case many more are needed.) Plus, I don't like seperate rolls for attack and damage, the success-level of the attack should have a DIRECT baring on the damage dealt. (This does 2 things for me: 1) Adds realism, and 2) speeds things up.) Again, with the thrust/damage multiplier, the damage is so little that the multiplier just doesn't seem to really matter. I will look at the Martial Arts book, hopefully it will help me. |
09-27-2010, 07:35 PM | #22 |
Join Date: Sep 2008
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Re: Damage
It's a rather simple matter to reposition most swinging weapons for a "full"-power swing (a truly full-power swing gives up defenses, of course; this is one that doesn't do so), making it only take a little bit longer to pull off the attack than a thrust. An opponent isn't going to be able to capitalize on this speed difference unless he's waiting for it. 4e Martial Arts has rules for Stop Hits, which is where you attack an enemy as he is attacking you, taking a risk to take advantage of the temporary hole in his defenses. A thrusting character is at an advantage in such situations. Similarly, if two characters' Waits are activated at the same time, or two people are facing off and attempting to draw and strike first, the thrusting character is again at an advantage. Under normal GURPS turns, however, the speed difference is small enough not to make much of a difference.
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09-27-2010, 09:00 PM | #23 | ||
Join Date: Jan 2010
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Re: Damage
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A typical person has no chance of dying from HP loss until they take 20 points of injury, heroic characters will usually survive far more than that (unless the HP system is massively different between editions). Quote:
*reducing* the realism dramatically. |
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09-27-2010, 09:26 PM | #24 |
Join Date: Sep 2010
Location: Lancaster, CA
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Re: Damage
I've a fair amount of experience sparring with a shinai unarmored. No matter how you look at it, swinging always hurts more than thrusting. I've taken a full force thrust with perfect form (kenjustu) to the gut. I definitely felt it, but it doesn't hurt near as bad as taking a hit from the tip to the gut.
In reality, I make 90% of my swung attacks at about 80% strength. The force of a swung attack comes from your legs, hips and arms—primarily arms. It's more difficult to put my full strength into a thrusted attack. The force of a thrusted attack comes also from your legs, hips and arms, but primarily your legs and hips. I know the writers of GURPS do extensive research in order to justify the balance of the system. This is a simple explanation, but I hope it helps. ~cltchrn |
09-28-2010, 12:25 AM | #25 | ||||
Join Date: Aug 2005
Location: Denmark
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Re: Damage
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Stop trying to compare different weapons an use them as an argument. Take similar weapons and compare damage. For instance, compare how fast you can stab and how fast you can swing with a knife. And remember to put the same amount of power (or lack of) behind. Quote:
And you do have much more HP. Being reduced t o0 HP doesn't kill you, it merely means you have a chance of falling unconscious. Here is how it works if you have 10 HP. Lost 7 hp = halve move and dodge. Lost 10 hp = Roll HT check each turn to stay concious. Lost 20 HP = roll a HT check to see if your still alive. Lost 30 HP = roll a HT check to see if your still alive. Lost 40 HP = roll a HT check to see if your still alive. Lost 50 HP = roll a HT check to see if your still alive. Lost 60 HP = your dead Lost 110 HP = body is completely destroyed (unless the damage is because of stufff like arrows or spearstabs which wouldn't normally "destroy" a body but 'just' deals a lot of damage. As you can see 1 HP also means a lot more as it counts 6 times before your "auto-dead". Quote:
This is represented by being able to target Hit Locations . You take a penalty to hit but deal more damage. The neck for instance means cutting attacks does double damage instead of +50%, after DR. Vitals is x3 for impaling (and bullets). The head changes ALL type of damage to doing x4 dam! And even then, unarmed skills such as Karate and Boxing DOES increase your damage slightly based on your skill. Your right it speeds up the game. In fact a single attack, defese, damage roll, subtracting DR and calculating penetrating damages multiplier... can take some time. But you can't both get details and fast gameplay, IMO. That said there exist several houserules of how to make it faster. Quote:
If I swing for 5 damage to your torso, you take 7 damage... how is that not a huge difference? As mentioned the 3e doesn't' have all the added details that 4e does. Last edited by Maz; 09-28-2010 at 03:18 AM. |
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09-28-2010, 01:51 AM | #26 | |
Join Date: Sep 2010
Location: Lancaster, CA
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Re: Damage
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Cutting damage to the neck is x2 instead of the usual x1.5 x50% would be x0.5 or half damage. ~cltchrn Last edited by cltchrn; 09-28-2010 at 01:54 AM. Reason: reworded for optimum clarity |
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09-28-2010, 02:28 AM | #27 | ||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Damage
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You seem to envision all swing attacks as All-Out, Telegraphic attacks. They needn't be so, and often aren't. You can easily make a Defensive Attack while swinging, for example, and swordsmen often do. Quote:
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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09-28-2010, 02:30 AM | #28 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Damage
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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09-28-2010, 02:46 AM | #29 | |
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Join Date: Oct 2007
Location: Indianapolis, IN
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Re: Damage
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Joseph Paul |
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09-28-2010, 05:04 AM | #30 |
Join Date: Sep 2010
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Re: Damage
Maz: By saying it is an abstraction you are saying it is less realistic. I know that the better I hit you...the better I hit you. Simple.
Mailanka: I don't envision the swing attack at being an All-Out attack, the game does by making its base damage so much higher. Also, I would rather be playing Rolemaster, but I am not running the game. (Though, to be fair, I think I would prefer HARP. ;-) ) Joseph Paul: Tai Chi Chuan, Tae Kwon Do, Fencing, and a little Spec Ops hand-to-hand training. Plus, actual use in a life-or-death fight. (They were using knives (tantos) and certainly weren't trying to swing them at me, but thrust them into me.) |
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combat rules, damage rules |
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