06-03-2016, 01:03 PM | #1 |
Join Date: May 2010
Location: LP City, Maryland
|
DIY Bombs
EDIT: Title was supposed to be DIY Bombs, Frags, Etc but I evidently a word or there.
So I am noticing a slight issue with the maths in GURPS for explosion calculation. I am attempting to make my own fictional grenade/bomb/dohicky. B415 has the formula for figuring out dice from weight, or weight from dice, and a little table (that HT expands on) for explosive force multipliers for various materials. But, the math always turns out in the same formula as a result: 6dx(some number). I run into two issues with this. 1) Lots of explosives aren't 6dx(something). How would we derive those? 2) Using that formula, an M26 grenade with 5.5oz (0.34375 pounds) of Comp B would be doing 6d (6d*1.387, really - 6dx SQRT(.34375*4*1.4), not the 8d+2 we see in High Tech. I might be missing something. Either I've glossed over the right section somewhere, or I am not quite finishing the math - should I take the 6d*1.387 and solve it as 8.3d - which should be 8d+1? My instinct says yes, but just because it came out this close this time doesn't mean I've actually found the working answer. Thanks!
__________________
Blerg: Chain link and concrete Last edited by Cheomesh; 06-03-2016 at 01:11 PM. |
06-03-2016, 01:25 PM | #2 |
Join Date: Jun 2013
|
Re: DIY Bombs
Convert the 6dxn into something workable. As you've already noted, 6dx1.387 works out to 8.322d, which is indeed 8d+1 (to determine what the +n value is, simply chop off any whole number and multiply by 3.5; remember that +3 can be written as +1d-1). For fragmenting rounds, these scale (thanks to user Ulzgoroth for pointing this out) as 1d/20mm. Creating and throwing the fragments robs the bomb of some of its kinetic energy, however - every 2d of fragmentation is -1d to the explosion's damage.
|
06-03-2016, 03:28 PM | #3 |
Join Date: Sep 2004
Location: Canada
|
Re: DIY Bombs
Big booms (as well as big bullets and other big sources of damage) tend to get "simplified" into 6d times something on the weapon tables. That's a good number of dice to be satisfying and show off the bellcurve nicely, but not so many dice that most people don't get tired trying to add them up, and it doesn't become very heavily bellcurved. EDIT: Probably, "expected number of d6s at the table" factored in too - I forget this because I play online now with infinite dice pools, and I have scads and scads of physical d6s because I have a low Self Control Rating on my "Compulsive Dice Buyer" disadvantage.
There is no significant game difference between 6d x 3 and 18d - it's a user-interface issue. I suspect the explosion rules don't include a note about sub-12d "dice pools" and how to sort them out because a) space and b) they expected most players to be looking for big booms BIG BOOMS. They could have set up the formula to result in "raw" dice and then added an extra step that optionally converts to the 6dxwhatever format but I can see why they chose not to.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 06-03-2016 at 03:31 PM. |
06-03-2016, 10:25 PM | #4 | |
Join Date: May 2010
Location: LP City, Maryland
|
Re: DIY Bombs
Quote:
Where do the rules for Fragmentation scaling / stealing explosive energy come from? Sounds like something I'll need to remember (and cite eventually). It plays a little weird with the numbers as well, since HT gives this grenade as being 8d+2 [2d], which implies it should have been calculating out to 9d+2 originally. M.
__________________
Blerg: Chain link and concrete |
|
06-03-2016, 10:36 PM | #5 | |
Join Date: Jul 2008
|
Re: DIY Bombs
Quote:
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
|
|