08-29-2019, 09:16 PM | #61 |
Join Date: Aug 2004
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Re: Conditional Injury with Knowing Your Own Strength
Indeed, the whole point of the WP vs. Protection table is to remove the need to convert back to damage vs. DR. That is, in fact, the reason why the tutorial I have for generating that table specified taking the difference between 1 and the factor of the number of steps down from there: the table essentially is doing the subtraction for us ahead of time and summarizing the results.
I would add that pairing KYOS with CI ought to produce a result where the only time you need the HP-to-RT, damage-to-WP, or DR-to-Protection tables is when you're translating published stats (like weapon damage, armor DR, or NPC HP) for use with the Exponential Power system, as I call the combo; and that should be done before gameplay starts as much as possible. The only tables that should matter in play should be the subtraction table (mainly for WP vs. Protection), an addition table (for layering DR or combining attacks), and the Conditional Effects table (to convert the final number to something that has meaning in-game). The system ought to be something along the lines of: 1: look up the attack's WP on the attacker's character sheet. 2. Apply some sort of damage roll (which, for reasons I can go into if you wish, is likely to look pretty much the same no matter what damage dice the standard system uses). 3. Look up the target's Protection on his character sheet. Compare the attacker's WP (as modified by step 2) to the target's Protection to determine the extent that the target's Protection has managed to degrade the WP. If the target's Protection is “n/a”, ignore this step. 4. Look up the target's RT and reduce the WP by that amount to get the Severity of the injury. 5. Look up the Severity on the Conditional Effects Table to figure out the in-game effects of that injury. Last edited by dataweaver; 08-29-2019 at 09:51 PM. |
08-29-2019, 09:22 PM | #62 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Conditional Injury with Knowing Your Own Strength
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To deal with armor divisors, I take the observation that 10 damage with a (2) armor divisor is the same thing as 20 damage (halved after DR). Since wound levels are on a log scale, you can handle AP(2) by just adding enough penetration (+2 WP, +3 dB, +6 on a x10/+20, +9 on a x10/+30) and subtracting 2 levels wounding (I have it at +10/-2 for rounding reasons). |
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08-29-2019, 09:35 PM | #63 |
Join Date: Aug 2004
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Re: Conditional Injury with Knowing Your Own Strength
Yeah; I was taking it as self-evident that multipliers and divisors applied to damage, armor, etc. get translated as straight pluses and minuses. Maybe I shouldn't have (considered it self-evident). If your attack does 1d×10 damage, figure out what the WP for 1d should be, then add the number of steps needed to get to ×10: in a six-step system like CI-as-written, add six; in a twenty-step system, add 20; and so on.
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08-29-2019, 10:13 PM | #64 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Conditional Injury with Knowing Your Own Strength
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08-29-2019, 10:41 PM | #65 |
Join Date: Aug 2004
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Re: Conditional Injury with Knowing Your Own Strength
Yeah; you can't do that without replacing it with a table lookup to replace damage minus DR with WP.
It helps that there are two cases where you can dispense with the WP-vs-Protection lookup: first, if Protection equals or exceeds WP, you get to stop the entire sequence right then and there: the attack does no damage at all. Second, if WP is high enough to overwhelm Protection (or if there is no Protection to overwhelm), there's no Protection-based degradation to worry about. It's only when Protection is less than WP, but not so much that it's completely useless, that you need to bother with the table. End result: it's a table that you only sometimes need, instead of a table that you always have to consult (i.e., the damage-to-WP table). As well, it's a table with a finite length: one end is a hard cutoff, and the other trails off to -0. |
08-29-2019, 11:29 PM | #66 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Conditional Injury with Knowing Your Own Strength
In my version, it's a table that has all of three entries, and they are 3, 2, and 1. It's a little coarse grained, but I think I'm entirely okay with that in exchange for simplicity.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
08-30-2019, 01:29 AM | #67 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Conditional Injury with Knowing Your Own Strength
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The procedure you describe appears to be something like:
Now, what can we do to reduce this? There's two basic adjustments we can make: we can eliminate the division (by changing lookup values), and we can change from rolling damage to rolling penetration -- treat an armor divisor of (5) as x5 damage, x0.2 wounding. The result looks like this.
That's about the best we can do without storing more numbers. If we're willing to store more numbers, I see three more choices: Precomputed Armor Tables for each relevant Protection value, you can precompute steps 4-6. For example, penetration 11 vs protection 10 is
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11 12 13 14 15 16 17 18 19 20-22 23-25 26-35 36+ -8 -2 2 5 8 10 12 14 15 [-3] [-2] [-1] 36+ Precomputed Severity Tables The order of steps 7 and 8 doesn't matter, so we can also precompute the effects of steps 4,5,6, and 8. It looks just like the above table, only subtract RT from the numbers in the bottom row. This saves an additional subtraction operation, but means we now need to store one table per target. Precomputed Effects Tables If we're willing to lose some resolution, we can also incorporate step 10. This requires redefining wounding modifiers as column shifts. That's the method used in KYoD. This saves us a table lookup, but the effects table needs to be larger to support the possible range of column shifts. |
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08-30-2019, 10:20 AM | #68 | |
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Re: Conditional Injury with Knowing Your Own Strength
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08-30-2019, 10:25 AM | #69 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Conditional Injury with Knowing Your Own Strength
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08-30-2019, 03:49 PM | #70 | |
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Re: Conditional Injury with Knowing Your Own Strength
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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Tags |
conditional injury, hit points, knowing your own strength, kyos, logarithm |
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