05-16-2010, 09:36 PM | #11 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
|
Re: Arm Hit Location - Overpowered?
Quote:
The rules state that damage multipliers for special hit locations merely increase the standard multiplier, not that they're cumulative with it.
__________________
Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 05-16-2010 at 09:40 PM. |
|
05-16-2010, 09:37 PM | #12 |
Join Date: Aug 2005
Location: Cowtown, Canada
|
Re: Arm Hit Location - Overpowered?
I've never fully agreed with that in the RAW. I multiply the final modifier by the piercing type so getting hit with huge piercing in the vitals is worse than small piercing.
__________________
FYI: Laser burns HURT! |
05-16-2010, 09:39 PM | #13 |
Join Date: Jul 2008
|
Re: Arm Hit Location - Overpowered?
I think that's a feature, not a bug. GURPS is pretty math-phobic, but I don't think they would have blinked at making vitals triple wounding rather than replacing the wounding factor if that's what they wanted.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
05-16-2010, 09:39 PM | #14 | |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
|
Re: Arm Hit Location - Overpowered?
Quote:
Delta-V calculations? Falling/Collision damage? Calculating the HP of objects? Sure... |
|
05-16-2010, 09:42 PM | #15 |
Join Date: Aug 2004
|
Re: Arm Hit Location - Overpowered?
In a semi-realistic campaign, you probably want to use additional modifiers:
Poor lighting: -1 to -9 smoke -1 to -9 bad footing -2 or worse These are fairly common in medieval times
__________________
"First Scarran you see, you tell him who his daddy is....tell him Dargo!" |
05-16-2010, 09:45 PM | #16 |
Join Date: Oct 2009
|
Re: Arm Hit Location - Overpowered?
Increase by how? As in the 2x would add with 3x to become 5x?
|
05-16-2010, 09:53 PM | #17 | |
Join Date: Jul 2008
|
Re: Arm Hit Location - Overpowered?
Quote:
I guess we've got that one cube root, hidden in the appendices at the back, next to the word 'optionally' and under a table that exists only to keep people from using it. I'm claiming that as evidence on my side...they need that, it's fundamental to the system, and it's still hidden away like that. Well, I guess that explains why they're so math-phobic...
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
05-16-2010, 10:02 PM | #18 |
Join Date: Aug 2005
Location: Cowtown, Canada
|
Re: Arm Hit Location - Overpowered?
When I'm running a game I like to resort to my calculator as little as possible. I agree with what math they have included; it is a reasonable balance between playability and realism. I just don't think people should have to do trig or cube roots during a game, and luckily GURPS doesn't require this.
__________________
FYI: Laser burns HURT! |
05-16-2010, 10:04 PM | #19 |
Join Date: Dec 2009
Location: Jacksonville FL
|
Re: Arm Hit Location - Overpowered?
I very much agree that in a fantasy setting you should be applying modifiers for visibility, bad footing etc. This will make the -2 for the arm a little harder.
That being said, please remember that the middle ages was not actually the romantisized nonsense we see in the movies. Armor was lighter on the arms than on the torso and it also happened to be the thing that came closest to you, so it presented a very good target, for exactly the reasons cited. You lose use of your weapon (thus minimizing threat) and by crippling a limb you stun an opponent and therefore you give them a penalty to defend the next attack that finishes them off. Also, it seems everyone is forgetting another thing. GURPS allows you the ability to actively defend. The soldier with a skill 10 that came at you with a 14 skill from his All-Out-Attack may have targeted your arm (-2) and put on a -1 to your defense by making it deceptive. If he rolls the 9 he POSSIBLY hits because you can declare a block with your shield and maybe even a retreat so you get DB from the shield and +3 to defend from the retreat. You succesfully defend and now you retaliate, to his arm if you want, and he can't defend because of the All-Out-Attack. The ability to actively defend (unlike in other systems) balances the "ease" of the called shot to the arm. |
05-16-2010, 10:52 PM | #20 |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
|
Re: Arm Hit Location - Overpowered?
As in x2 becomes x3. They don't add; they don't multiply; the x3 for vitals replaces the normal x2 bonus for imp or any multiplier for pi. Read the Hit Location table and related notes on p. B552.
__________________
Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
Tags |
hit location, injury |
Thread Tools | |
Display Modes | |
|
|