04-17-2011, 06:38 AM | #11 | |
Join Date: Nov 2009
Location: Oregon
|
Re: Slam Damage
Quote:
|
|
04-17-2011, 07:44 AM | #12 | ||
Join Date: Jul 2007
Location: One Mile Up
|
Re: Slam Damage
Quote:
Quote:
Some of my sessions have involved a lot of slammage, especially my Shadowrun games (where the Sumotori PsysAdept Troll knocks people through walls) and the more realistic stuff. I also played in a Supers game GMed by somebody else (*expends 3FP and sacrifices an underage girl to cast Summon Mark Skarr*) that included a Sumo Speedster, who could knock multiple people around like pinballs in a second. Assuming that you take precautions against hurting yourself, I'd say that the RAW Slam rules work pretty well at the highest and lowest levels of power and cinematicism that I've tried. |
||
04-17-2011, 10:43 AM | #13 |
Join Date: Sep 2004
Location: Canada
|
Re: Slam Damage
I actually have no idea what the replacement rules are. He has a little spreadsheet - numbers go in, results come out, badguys get knocked hat over teakettle with a big horn hole in them, and then a minotaur gores them a few more times for good measure.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
04-17-2011, 11:44 AM | #14 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
|
Re: Slam Damage
The thing with Slam rules, is that they're not worth it at low levels (where they do comparable damage to an untrained punch), unless you want to knock down someone, but at high levels, they're probably a cheap way to do damage: Each level of Enhanced Move doubles (cumulatively) your damage for a flat point cost. You need to survive the impact, though. Of course, this pales when compared to Super Strength, and it becomes viable at about the same point levels...
|
04-17-2011, 12:25 PM | #15 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Re: Slam Damage
Quote:
A slam is trying to injure someone first, and there's a reasonable likelihood they will be knocked down. A shove is trying to do what I thought a slam was trying to do: move them and knock them down (though again, knockdown seems a side effect). I was thinking of a slam as an archetypical NFL or Sumo move, but now I wonder if those are really shoves instead. For American Football, in most cases this is certainly true - you're not striking and can't grab. The initial impact might be a slam . . . and the DR 3 vs. crush that you get vs. your own slam. Seems, though, that if NFL players were doing that many slams (esp on the line) there'd be way more injuries. Guess the damage is mutually absorbed by the pads.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
|
04-17-2011, 12:45 PM | #16 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
|
Re: Slam Damage
Also in general you don't see full-speed impacts in the NFL. The line move less than a yard towards each other, and even when you have a guy slip through and tag the QB he generally isn't coming in at a straight shot and hasn't had several seconds to accelerate up to full speed.
|
04-17-2011, 01:24 PM | #17 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Re: Slam Damage
Quote:
Having studied sprinters and world-record splits, and looking at some NFL 40yd times, these guys are hitting about Move 9. In one second, really fast guys can usually get up to about Move/3. Still, the difference between Move 1 and Move 3 in these cases mightn't be very large, and your original point stands: they're slamming for less than 0.5 dice of damage (1d-3 to 1d-2) in nearly all cases, while wearing DR 3 shoulder-m-pads.
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
|
04-17-2011, 01:38 PM | #18 |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Slam Damage
|
04-17-2011, 02:06 PM | #19 | |
Join Date: Jul 2008
|
Re: Slam Damage
Quote:
Essentially, you need to determine the effective collision HP (or ST?) of the loaded character. It would be nice if this was a simple function of combined mass. Unfortunately, it's not. It's intentional that collisions are based of HP/ST, not off mass directly. The effect of wildly different HPs for objects of the same mass is supposed to represent their respective squishyness. But while a man in armor is clearly neither Unliving nor Homogenous, the likely conclusion that the armor would hit harder empty than occupied is obviously nonsensical. It's also going to get weird if the PC's attributes don't match well to their official mass, which can happen pretty easily.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
04-17-2011, 02:10 PM | #20 | |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
|
Re: Slam Damage
Quote:
Ah, yes, Tetsuo. Sumo-Flash. Awesome character. For all the humor, he was played so straight it was awesome. Nearly got his butt kicked by a bunch of guys with AK-47s though. We get a lot of slam attacks in my supers games: Micron, Tetsuo, Heaven, Pink, Shade, The Patriot, Vitaly . . . the list goes on. I haven't seen any problems with the slam rules, even in my non-supers games. The damage is low (in non-supers), but you don't do slam attacks to inflict damage, you do it to knock someone down and pin them. |
|
Tags |
slam |
|
|