11-03-2013, 07:49 AM | #1 |
Banned
Join Date: Apr 2008
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Damage and wounding readjustment
Hello,
Noting that I think damage and wounding for GURPS was established before they invented armor divisors, I'm considering the following as a house rule adjustment to damage and wounding: Cr - no change Cutting - wounding becomes x2, add a 1.5 armor divisor if the to-hit roll succeed by 2 or more. Impaling - wounding changes to x1, armor divisor 2. Impaling+ (where penetrating tip is followed by either a wound channel of of 40mm or more, OR wounding is aggravated by the object staying in the wound (e.g. an arrow) or by presumed retraction from the wound (e.g. spear) or similar mechanic) - wounding modifier 1.5, armor divisor 1.5. Pi- and Pi - wounding unchanged at x0.5 and 1 respectively, add 1.5 armor divisor Pi+ and above - no changes. Comments, warnings, accolades ... ? Last edited by Figleaf23; 11-05-2013 at 09:52 AM. Reason: Italicised portions changed following discussions |
11-03-2013, 08:12 AM | #2 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Damage and wounding readjustment
Cutting should have a 0.5 armor divisor, it is terrible against armor.
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I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 |
11-03-2013, 08:47 AM | #3 | |
Join Date: Mar 2013
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Re: Damage and wounding readjustment
Quote:
Shouldn't the primitive damage types from hand held weapons be dealt with individually or in smaller clusters? I would really love to see some evidence of how different weapons behaved with different armor.
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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11-03-2013, 09:18 AM | #4 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Damage and wounding readjustment
Quote:
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11-03-2013, 12:49 PM | #5 |
Banned
Join Date: Apr 2008
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Re: Damage and wounding readjustment
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11-03-2013, 01:03 PM | #6 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Damage and wounding readjustment
I suspect that the difference between a sword and an axe is similar to the difference between a rod and a hammer. Giving any weapon without a compact striking head a 0.5 armor divisor is plausible.
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11-03-2013, 01:38 PM | #7 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Damage and wounding readjustment
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11-03-2013, 02:26 PM | #8 | |||
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Damage and wounding readjustment
Quote:
In my revised tables, Swords get a *2 multiplier to flesh, while axes get *1.5, but axes have a 50% greater base damage. Quote:
Cold saws work because they remain cutting/denting for a long time, that would be very hard with a sword or axe, unless you're attacking a defenseless enemy. Quote:
They are fast, you can attack and parry with them. They have many options, you can thrust, you can cut, you can pommel, you can murder stroke, you can half sword. They are noble, if you're carrying one, it means you're part of the warrior class, and that if someone tries to kill you, they'll have a hard time. They are capture tools, when you attack a lord, you don't want to kill him, you want to grab him and ransom him, and then get rich, a sword accomplishes that, you would have a very bad time with a spear at close quarters. However, while it's used to capture a lord, when you're fighting a peasant, you can easily kill him(that's why in my modified table swords have a *2 multiplier. As for axes, they have their own perks: They are cheap, a peasant could have one. They are heavy, if you hit the enemy well, he would have a hard time recovering. Said that, remember, the most common weapon on a low tech battlefield is the spear, few people used axes or swords as their main weapon. Also, remember that almost always axes were used together with something else, up to TL3 they were used with a shield, and when the shieldwalls closed, they were thrown away for a knife or sword, at TL3+ they were polearms, axe+spear+something else. Also DR7 is rare, mail is DR4, maybe DR5, plate is DR6, cheap plate is DR5, TL2 rigid armor is DR3 or 4 most of the time.
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I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 Last edited by gilbertocarlos; 11-03-2013 at 02:29 PM. |
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11-03-2013, 02:27 PM | #9 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: Damage and wounding readjustment
Quoted For Truth
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I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 |
11-03-2013, 03:24 PM | #10 |
Banned
Join Date: Apr 2008
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Re: Damage and wounding readjustment
The sharper the edge, the more concentrated the force is on a narrower cross-section. This increases the ability to cut any substance, flesh, bone or steel, even though it still may not be enough to actually cut steel.
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Tags |
armor divisor, damage, wounding |
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