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Old 01-24-2018, 02:51 PM   #31
sir_pudding
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Default Re: Adding sub-locations for forearms, thighs and shins

I would just reroll if shins came up for a punch, assuming two standing fighters.
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Old 01-24-2018, 06:05 PM   #32
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Default Re: Adding sub-locations for forearms, thighs and shins

But if you have to hit specifically the thigh or shin, I don't see why not assigning a hit penalty instead of rerolling. It's quicker, simpler and more accurate.

Trust me, without the possibility of targeting specific sub-location you'd probably go mad in one of my campaigns. Considering that the typical foes in the current campaign are professional or semi-professional not completely armored soldiers (example: kettlehat, camail, gambeson, coat of plates including shoulder guards, rerebraces, gauntlets including wrist guards, poleyns, greaves), it would be frustrating for players rolling to casually hit the unarmored or less armored sub-locations of arms and legs they actually want to hit and hoping the casual hit roll is favorable. And, realistically, a professional soldier wouldn't just try to hit the entire leg with his weapon hoping his blow hits where armor is thinner or absent; he'd just aim at gaps or the more vulnerable parts.

Last edited by Rasna; 01-24-2018 at 06:09 PM.
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Old 01-24-2018, 06:15 PM   #33
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Default Re: Adding sub-locations for forearms, thighs and shins

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Originally Posted by Rasna View Post
But if you have to hit specifically the thigh or shin, I don't see why not assigning a hit penalty instead of rerolling. It's quicker, simpler and more accurate.
I would rather punch with a -0 than a -3 (or whatever).
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Old 01-25-2018, 12:33 AM   #34
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Default Re: Adding sub-locations for forearms, thighs and shins

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Originally Posted by sir_pudding View Post
There isn't any reason to target thighs specifically though.
If it the only bit that's un-armoured (or less armoured) I can see a reason
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Old 01-25-2018, 12:39 AM   #35
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Default Re: Adding sub-locations for forearms, thighs and shins

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If it the only bit that's un-armoured (or less armoured) I can see a reason
There are existing rules for that, even if the OP thinks they are too harsh.
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Old 01-25-2018, 12:45 AM   #36
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Default Re: Adding sub-locations for forearms, thighs and shins

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Originally Posted by sir_pudding View Post
I would rather punch with a -0 than a -3 (or whatever).
Thing is it's an inherent feature of GURPS combat that it's designed to give us a choice of options here. You can roll at no penalty and using the random location table hope you get lucky*. Or you can specifically target those specific locations (but the trade off is it's harder to do so).

Ultimately I think Rasna is just looking to replicate that choice at a lower tier in terms of sub location, (and sub, sub location)



*weather lucky is hitting an un-armoured area or an area that comes with extra effects.

Last edited by Tomsdad; 01-25-2018 at 08:46 AM.
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Old 01-25-2018, 12:48 AM   #37
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Default Re: Adding sub-locations for forearms, thighs and shins

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Originally Posted by sir_pudding View Post
There are existing rules for that, even if the OP thinks they are too harsh.
Not tied to specific locations there aren't and in fact there aren't rules for creating armour that match those rules either.

You can mash the two systems together as per the earlier posts though
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Old 01-25-2018, 11:56 AM   #38
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Default Re: Adding sub-locations for forearms, thighs and shins

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Originally Posted by Tomsdad View Post
Thing is it's an inherent feature of GURPS combat that it's designed to give us a choice of options here. You can roll at no penalty and using the random location table hope you get lucky*. Or you can specifically target those specific locations (but the trade off is it's harder to do so).

Ultimately I think Rasna is just looking to replicate that choice at a lower tier in terms of sub location, (and sub, sub location)



*weather lucky is hitting an un-armoured area or an area that comes with extra effects.
If all you are worried about is punching their shin and your GM isn't an idiot, you are definitely better off rolling at -0.
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Old 01-25-2018, 11:57 AM   #39
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Default Re: Adding sub-locations for forearms, thighs and shins

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Not tied to specific locations there aren't and in fact there aren't rules for creating armour that match those rules either.
Yes there are for both, in Instant Armor.
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Old 01-25-2018, 12:13 PM   #40
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Default Re: Adding sub-locations for forearms, thighs and shins

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Yes there are for both, in Instant Armor.
Where, honestly this was mentioned earlier and I checked but must just not be seeing it?

(again are we talking about converting one system to the other?)

Last edited by Tomsdad; 01-25-2018 at 12:23 PM.
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