11-03-2013, 03:39 PM | #11 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Damage and wounding readjustment
Sharpness only matters if the edge doesn't immediately get blunted on impact and the penetration mechanic is not based on shattering or deformation.
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11-03-2013, 05:37 PM | #12 |
Join Date: Apr 2013
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Re: Damage and wounding readjustment
You could almost define crushing damage as any damage that doesn't penetrate armor but relies on blunt trauma. So a 3' steel rod that has an edge might penetrate weak armor but against strong armor it's the same as a 3' steel rod without an edge. Either of those may still result in bruises and breaks if the armor doesn't sufficiently distribute the impact.
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11-03-2013, 08:10 PM | #13 |
Banned
Join Date: Apr 2008
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Re: Damage and wounding readjustment
Sharpness matters until the edge gets blunted, and when it does, then it's no worse than something blunt in terms of penetrating, and you benefited from the sharpness up to that point.
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11-03-2013, 09:05 PM | #14 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Damage and wounding readjustment
Which, when striking hard armor, is for practical purposes instantaneous. Sharpness really only matters if your weapon is substantially harder than the armor you're hitting.
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11-03-2013, 09:28 PM | #15 | ||
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Damage and wounding readjustment
Quote:
-- Robert de Clari, The Conquest of Constantinople, Ch.74. Quote:
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Compact Castles gives the gamer an instant portfolio of genuine, real-world castle floorplans to use in any historical, low-tech, or fantasy game setting. Last edited by DanHoward; 11-03-2013 at 09:38 PM. |
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11-03-2013, 09:56 PM | #16 | |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Damage and wounding readjustment
Quote:
What's your thoughts on falchions and similar unbalanced swords? as it is now in my revised system they do 20% less base damage than an axe, but have a multiplier of *2, compared to axes *1.5
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I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 |
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11-03-2013, 10:14 PM | #17 |
Join Date: Sep 2006
Location: Edmonton, AB, CA
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Re: Damage and wounding readjustment
Wouldn't it be simpler to add another damage type (chopping) to distingish between axes and swords?
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"Learn from the mistakes of others - you can never live long enough to make them all yourself." |
11-04-2013, 02:43 AM | #18 |
Stick in the Mud
Join Date: Aug 2004
Location: Rural Utah
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Re: Damage and wounding readjustment
Pretty much. Edged weapons, especially swords, perform in a notoriously poor fashion against any hard target, especially armor.
On the anecdotal side, have you ever noticed some of the old illustrations of battle, when it comes to two important people in armor fighting, they frequently seem to be grabbing the helmet, pulling it forward and using the sword to strike at the now exposed back of the neck? That's about the only real way to do it. Get them to somehow expose unarmored sections and strike those.
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MIB #1457 |
11-04-2013, 03:23 AM | #19 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Damage and wounding readjustment
Quote:
DR10 is enough to be mostly safe from SMGs and suffer very mild wounds even from rifles. Make that plate out of titanium, and it gets 1/3 the mass for the same DR. Last edited by vicky_molokh; 11-04-2013 at 03:27 AM. |
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11-04-2013, 04:10 AM | #20 |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: Damage and wounding readjustment
They aren't much better than regular swords. I'd just use the falchion rule in LT.
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Compact Castles gives the gamer an instant portfolio of genuine, real-world castle floorplans to use in any historical, low-tech, or fantasy game setting. |
Tags |
armor divisor, damage, wounding |
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