09-07-2010, 04:19 PM | #31 | ||
Join Date: Jan 2005
Location: Stuttgart, Germany
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Re: Blunt Trauma and Skulls
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09-07-2010, 06:28 PM | #32 |
Join Date: Nov 2007
Location: The City of Subdued Excitement
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Re: Blunt Trauma and Skulls
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09-07-2010, 07:10 PM | #33 | |
Join Date: Aug 2004
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Re: Blunt Trauma and Skulls
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The same does not apply to armor bought with money, for which house rules up to and including 'all helmet DR is treated as flexible due to the possibility of rattling your skull despite there being no penetration' may be appropriate. |
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09-07-2010, 09:56 PM | #34 |
Join Date: Sep 2008
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Re: Blunt Trauma and Skulls
Ablative DR is problematic here. Of course, "ablative DR" is essentially a Feature-heavy version of HP, so it might be appropriate to bend the rules a bit and have the blunt trauma injury actually just subtract from the ablative DR. Fluff-wise, the blunt force chips away at the ablative layer.
Rigid semi-ablative is more problematic, although simply applying it first might not be too awful - after all, unless you're dealing with armor multipliers, you aren't losing more than 10% of your semi-ablative DR in any given hit. I hear it will also allow you make a completely immovable stone, and one of the companions will contain instructions for actually moving it...
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09-08-2010, 01:42 PM | #35 | |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: Blunt Trauma and Skulls
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Or did you mean 2 points of Blunt Trauma? Like being shot in the back of the head for 20 points damage while wearing a monocrys suit. GURPS granularity - it hurts but not enough to count on this scale.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
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09-08-2010, 02:09 PM | #36 | ||
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: Blunt Trauma and Skulls
And this is unresolved.
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Then either: your innate DR2 stops 2 points of the Blunt Trauma Injury; or it doesn't. B378: "Damage Resistance (DR) rates the degree of protection [snip] against damage." "Subtract DR from basic damage." B379: "injury due to blunt trauma. This is actual injury, not basic damage." As innate DR2 will, in game terms, completely prevent 2 points damage from any source (sword, bullet, club, acid, fire) I'd prefer to use the former. Injury 1HP, and some non-game relevant bruising.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes Last edited by jacobmuller; 07-09-2011 at 08:40 AM. Reason: clarity? |
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09-08-2010, 02:20 PM | #37 | |
Join Date: Aug 2004
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Re: Blunt Trauma and Skulls
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09-08-2010, 02:25 PM | #38 |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: Blunt Trauma and Skulls
I'm treating the first 16 as Flexible and would treat the remaining 2 as rigid.
Would I let a 15pt attack do 3 points of BT? Yes and No either: innate DR stops Blunt Trauma Injury; or it doesn't. B378 because "Damage Resistance (DR) rates the degree of protection [snip] against damage." "Subtract DR from basic damage." B379: "injury due to blunt trauma [snip] is actual injury, not basic damage." A character wearing leather and TL5 Chainmail (DR9/5*) is clubbed for 5 damage; 1 point of Blunt Trauma if it's his body or limbs. Would his Skull stop it?
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes Last edited by jacobmuller; 09-08-2010 at 02:40 PM. |
09-08-2010, 02:38 PM | #39 | |
Join Date: Sep 2008
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Re: Blunt Trauma and Skulls
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Quos deus vult perdere, prius dementat. Latin: Those whom a god wishes to destroy, he first drives mad. |
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09-08-2010, 02:40 PM | #40 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Blunt Trauma and Skulls
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By definition, injury is after DR. DR stops damage, which is why its name is "Damage Resistance" (not "injury Resistance"). By the time you're applying blunt trauma injury, DR is no longer part of the equation.
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Tags |
blunt trauma, falling, falls and armor, flexible armor, hit location, injury |
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