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Old 06-10-2016, 02:25 PM   #11
Varyon
 
Join Date: Jun 2013
Default Re: Realistic house-rules

Quote:
Originally Posted by exdeath View Post
Every time you receive damage or someone tries to heal you, you must update your time to die that will continue the same unless you roll a smaller number.
Checking if you will die is only made when time ends, if you survive you wont have more death checks until something damage you.
Amount of time until you check if you will die or not is:
( (3d6 * (HP/ damage)) * 200) +1 minutes
Is "damage" the injury of that one attack, or total injury the character has sustained up to this point? The note on healing implies you use total injury. Note this means a character who has suffered a total of 10xHP in injury is guaranteed to stay alive for the next hour (minimum roll - 3 - gives 61 minutes), and on average will stay alive for the next 3.5 hours (average roll - 10.5 - gives 211 minutes). Are you certain this is what you want?

Quote:
Originally Posted by exdeath View Post
The roll you must do to see if you wont die is:
(hp / damage) *10
Does "damage" here refer to total accumulated injury or just the injury of the worst wound you've suffered? Also, is there no room for HT to help keep you alive here?

Quote:
Originally Posted by exdeath View Post
If the weapon damage before multiplier is not higher than DR (PS: DR after armor divisor do its job) the actual, damage is:
(weapon damage / 1.3) rounded down
The multiplier doesn't apply until after you've actually penetrated the target's DR, so in the above case injury will be 0 under default GURPS rules. Is your intention that characters should risk death when struck by attacks that don't actually cause wounds, or are you making DR only serve to reduce, not negate, damage?
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Old 06-12-2016, 06:52 PM   #12
exdeath
 
Join Date: Dec 2012
Default Re: Realistic house-rules

Quote:
Originally Posted by Varyon View Post
Quote:
Originally Posted by exdeath View Post
I am thinking about testing those alternate rules:

Every time you receive damage or someone tries to heal you, you must update your time to die that will continue the same unless you roll a smaller number.
Checking if you will die is only made when time ends, if you survive you wont have more death checks until something damage you.
Amount of time until you check if you will die or not is:
( (3d6 * (HP/ damage)) * 200) +1 minutes
Is "damage" the injury of that one attack, or total injury the character has sustained up to this point? The note on healing implies you use total injury. Note this means a character who has suffered a total of 10xHP in injury is guaranteed to stay alive for the next hour (minimum roll - 3 - gives 61 minutes), and on average will stay alive for the next 3.5 hours (average roll - 10.5 - gives 211 minutes). Are you certain this is what you want?
Damage means here the total damage the character received up to this point (excluding the ones he healed).
"Are you certain this is what you want?"
Now I am looking at it and its not what I want, the problem is that GURPS use a non linear dice. And I based my math on that.
I will need to change the rules.

Quote:
Originally Posted by Varyon View Post
Quote:
Originally Posted by exdeath View Post
The roll you must do to see if you wont die is:
(hp / damage) *10
Does "damage" here refer to total accumulated injury or just the injury of the worst wound you've suffered? Also, is there no room for HT to help keep you alive here?
Damage here also means here the total damage the character received up to this point (excluding the ones he healed).
Also your HP stat helps you to keep you alive.

Quote:
Originally Posted by Varyon View Post
Quote:
Originally Posted by exdeath View Post
If the weapon damage before multiplier is not higher than DR (PS: DR after armor divisor do its job) the actual, damage is:
(weapon damage / 1.3) rounded down
The multiplier doesn't apply until after you've actually penetrated the target's DR, so in the above case injury will be 0 under default GURPS rules. Is your intention that characters should risk death when struck by attacks that don't actually cause wounds, or are you making DR only serve to reduce, not negate, damage?
Weapon damage means the damage of the weapon not the injury you received.
So, if your DR is 20, the enemy weapon does 3d damage and he rolls a 13, the damage you will receive is 13 / 1.3, so you receive 10 points.

The point of this is that the character was not penetrated, but he received blunt trauma.


Most of the complexity of my rules, comes from the fact that in gurps, penetration and damage are the same stat not different ones (the fact that the dice is not linear helps too), if I find a way to split them, I will probably simplify my rules.

Last edited by exdeath; 06-13-2016 at 07:07 AM.
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