07-25-2018, 07:16 AM | #61 |
Join Date: Feb 2016
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Re: TL4 vs. TL7 melee weapons
A ST 10 person deals only 1d cutting and 1d-2 impaling with a good shortsword (at least when using the ST from Basic). That gives a 50% chance of a major wound with a successful cutting attack against an unarmored average HP target or a 33% chance of a major wound with an impaling attack against an unarmored average HP target (50% chance with a successful attack against the vitals). However, the majority of targets during a battle will have head and vital armor, so going after the limbs are probably the best bet for a major wound.
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07-25-2018, 07:37 AM | #62 | ||
Join Date: Sep 2004
Location: Canada
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Re: TL4 vs. TL7 melee weapons
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Which happened to an unfortunate tree trimmer in the city here when I was in highschool and made the news (they survived, also proving that humans can be crazy tough)
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07-25-2018, 08:30 AM | #63 | ||
Join Date: Jan 2010
Location: Brighton
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Re: TL4 vs. TL7 melee weapons
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And for large projectiles that cross from Pi++ to Cr generally speaking sheer amount of damage makes it moot against human scale targets. But I do think the extra rules in MA to allow Cr attacks to target the vitals is a good addition. They don't get all the benefits of Pi or Imp, but the implications are serious enough (Instant knockdown effects and difficulty in treating without surgery) to demonstrate reality enough for my tastes.
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course |
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07-25-2018, 08:39 AM | #64 | |
Join Date: Jan 2010
Location: Brighton
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Re: TL4 vs. TL7 melee weapons
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But yeah I agree about the armour point. Part of the reason I like GURPS combat is makes choices important. Do you try and go for unarmoured limbs over armoured vitals etc, etc. (and IMO a big part of armour's benefit is that it limits your opponents options, forcing them to go with suboptimal choices, which in turn can often free up your own choices in response). of course limbs themselves are -2 to hit.
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course Last edited by Tomsdad; 07-25-2018 at 09:50 AM. |
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07-25-2018, 09:30 AM | #65 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: TL4 vs. TL7 melee weapons
When people claim that crushing wounds don't bleed, I point out that flanged and spiked maces count as doing crushing damage. Yes, 'blunt' weapons won't generally cause massive bleeding from the great vessels, but they can cause bleeding that'll need medical attention.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
07-25-2018, 09:48 AM | #66 | |
Join Date: Jan 2010
Location: Brighton
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Re: TL4 vs. TL7 melee weapons
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i.e flanged cr mace doing 1d+4, yeah that bleeds! 1d-3 bare fist punch to basic torso probably not even if you roll a 6, but the same punch to the vital's yeah if it's a good roll* 1d-1 kick to the vitals, yeah that's more likely to bleed you could probably just say CR injuries of 2 or less don't bleed unless they hit something bad. *I have my own house rule for vitals here anyway
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Grand High* Poobah of the Cult of Stat Normalisation. *not too high of course |
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