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Old 07-15-2012, 06:57 AM   #1
Saabre
 
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Default Hit Location Limitation

Is there a limitation already for having to hit a target in a particular hit location for the power to successfully activate. Specifically I'm trying to make an Affliction that causes a Heart Attack, and the target has to be hit in the vitals/heart.
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Old 07-15-2012, 09:18 AM   #2
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Default Re: Hit Location Limitation

Maybe you can extrapolate from the "partial" limitation from Damage Resistance, where the limitation is worth "-10%" times the penalty to hit the location.
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Old 07-15-2012, 03:01 PM   #3
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Default Re: Hit Location Limitation

I would probably peg that at -15%, based on the pricing for Accurate, Reliable, Inaccurate, and Resistible. It appears that +/-1 to use equates to +/-5%. Vitals are -3 to hit, so -3*5% = -15%. If you have to poke someone in the hand, it'd be -4*5% = -20%. Seems logical enough.

Don't ask me what it'd cost for an ability that requires you to poke someone in the shin, though. (Thankfully) I haven't had to deal with someone asking the penalty to hit part of a hit location, though I'd make the argument that an addition -1 should cover it, based on the Abdomen being a sublocation of the torso.
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Old 07-16-2012, 12:42 PM   #4
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Default Re: Hit Location Limitation

Quote:
Originally Posted by Humabout View Post
It appears that +/-1 to use equates to +/-5%.
This is not the case. +1 equates to +5%, but -3 equates to -5% (see Hard to Use from GURPS Powers). This is because it's easy to exploit such "use penalties." As a general rule, it's not safe to assume that pricing is symmetrical to add and remove certain things. Compare Extra Arm 1 [10] to One Arm [-20].

So in keeping with that, I'd suggest dividing the hit location penalty by 3, rounding to the nearest whole number, and multiplying that by -5%. So that gives:

HLP* / Limitation
0 to -1 / 0%
-2 to -4 / -5%
-5 to -7 / -10%
-8 to -10 / -15%

* Hit Location Penalty

However, if your attack also gets standard benefits from striking that hit location (e.g., your Impaling Attack is required to hit the vitals, where it gets a x3 wounding modifier per the standard rules), then it's far less of a limitation. (After all, when you have an Impaling Attack, you usually want to attack the vitals!) In such a case, I'd suggest halving the effective hit location penalty (rounding up) before consulting the table above.
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Old 07-16-2012, 12:51 PM   #5
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Default Re: Hit Location Limitation

Quote:
Originally Posted by Humabout View Post
(Thankfully) I haven't had to deal with someone asking the penalty to hit part of a hit location, though I'd make the argument that an addition -1 should cover it, based on the Abdomen being a sublocation of the torso.
There's some generic rules in High Tech that are pretty easy to extrapolate from. In fact, I did that previously on the forum I'm nearly certain. Gimme 5 minutes to google it.

AHA, yes, here it is:


There's a generalized rule in High Tech about targeting any X in 6 sub hit location (in the context of partial armor coverage, which is basically exactly what we're talking about here).

Quote:
Originally Posted by GURPS High Tech page 69
An attacker can attempt to strike around partial armor. This gives a penalty over and above that for hit location: -( n-1), but never better than -1. That is, -1 for 1/6 or 2/6, -2 for 3/6, -3 for 4/6, or -4 for 5/6.
This is for targeting "any in this list that are uncovered", rather than a specific location, but it looks like an area that covers 1/6 is -4, an area that covers 2/6 is -3, an area that covers 3/6 is -2 and an area that covers 4 or 5 in 6 is -1.
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Old 07-16-2012, 03:59 PM   #6
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Default Re: Hit Location Limitation

Quote:
Originally Posted by Rev. Pee Kitty View Post
This is not the case. +1 equates to +5%, but -3 equates to -5% (see Hard to Use from GURPS Powers). This is because it's easy to exploit such "use penalties." As a general rule, it's not safe to assume that pricing is symmetrical to add and remove certain things. Compare Extra Arm 1 [10] to One Arm [-20].

So in keeping with that, I'd suggest dividing the hit location penalty by 3, rounding to the nearest whole number, and multiplying that by -5%. So that gives:

HLP* / Limitation
0 to -1 / 0%
-2 to -4 / -5%
-5 to -7 / -10%
-8 to -10 / -15%

* Hit Location Penalty

However, if your attack also gets standard benefits from striking that hit location (e.g., your Impaling Attack is required to hit the vitals, where it gets a x3 wounding modifier per the standard rules), then it's far less of a limitation. (After all, when you have an Impaling Attack, you usually want to attack the vitals!) In such a case, I'd suggest halving the effective hit location penalty (rounding up) before consulting the table above.
At first I thought this limitation seemed a bit undercosted, but then I remembered Reliable, and we don't want Reliable canceling out the limitation. Otherwise, we have an attack that can only hit the vitals but at no penalty, at the same price.
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Old 07-16-2012, 04:00 PM   #7
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Default Re: Hit Location Limitation

Wow, I totally sucked with that answer! My thinking for -1 = -5% was based more on Innacurate being -5%/-1, and Resistible equating to a similar value on a resistance roll. Of course, I totally missed Hard to Use . . . Thanks for the correction!

Bruno, thanks for that bit. I never really think to check High Tech for those sorts of rules. Frankly, I rarely do modern games, so I don't check High Tech for much in general. I think someone pointed me to the frostbite rules in there once before, too. Gotta crack that one open more often.
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