06-27-2011, 06:33 AM | #171 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [LT] Blunt trauma
In addition to the problems Anthony and others have pointed out with scaling and resolution, one issue is that while the firearms scale is explicitly one of penetration, with injury taken care of with wound channel modifiers, I think that the origins of the ST table were meant as an injury scale. Granted, they ALSO have wound modifiers, etc, but I don't think anyone's brain breaks to think that a really strong guy with a sledgehammer (a fighting maul) or an axe can do more INJURY than a single 9mm bullet. At the low end, though, that 1d-1 or 1d thrust damage for an unarmed punch gets silly quick, and when trying to get THROUGH armor, the lack of concussion rules that exist alongside the penetration rules are problematic.
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06-27-2011, 10:05 AM | #172 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: [LT] Blunt trauma
Quote:
Luke |
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06-27-2011, 10:12 AM | #173 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: [LT] Blunt trauma
Quote:
Luke |
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06-27-2011, 07:06 PM | #174 |
Join Date: Feb 2005
Location: in your pocket, stealing all your change
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Re: [LT] Blunt trauma
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06-27-2011, 07:15 PM | #175 | |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: [LT] Blunt trauma
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06-27-2011, 07:40 PM | #176 |
Join Date: May 2005
Location: Oz
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Re: [LT] Blunt trauma
You seem to be overlooking GURPS Mysteries, which also fills up five stars.
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Decay is inherent in all composite things. Nod head. Get treat. |
06-27-2011, 08:27 PM | #177 | |
☣
Join Date: Sep 2004
Location: Southeast NC
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Re: [LT] Blunt trauma
Quote:
If radically redesigning the system (to an extent that won't happen until Hasbro owns SJG*), you could double all damage and HP scores. That would make it simple to have +1 ST = +1 Damage. * There you go. Try to sleep tonight.
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06-27-2011, 08:51 PM | #178 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: [LT] Blunt trauma
At least on the "1 pt of ST gets you 1 pt of damage" front you could always just take the suggestion that Striking ST is overpriced, leave it at [5/lvl], and tweak it so that each point of ST gives you +1 thrust and cap all realistic stats at 15. Leaving +/- 30% as the variation, that gives a max Lifting ST of 19.5, which seems about right. Simply note that Striking ST in excess of 15 is generally not realistic.
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06-27-2011, 09:01 PM | #179 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [LT] Blunt trauma
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06-27-2011, 09:08 PM | #180 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [LT] Blunt trauma
Or you could do away with linear damage and make damage be a Damage check vs a Toughness check, where ST-based weapons have a damage check of ST+X.
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Tags |
edge protection, low-tech |
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