08-05-2014, 08:49 PM | #11 | |
Join Date: Dec 2009
Location: Brazil
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Re: Some thoughts on modelling damage, trauma and injury
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I really like the technical grappling stuff, and I want to use at least SOME of it. The whole CP attack/defence thing is a given. What gets complicated really fast is keeping track of who's grabbing what with each limbs. The constant shifting effective ST is a bear. How many CP's there are in each body part and in total. That kinda thing. It's not difficult per se, it's just a lot of bookkeeping. Let's picture a scene here. Our armored hero is surrounded by a pack of pesky kobolds. They start to grab him whenever they could. Some go for the arms, some for the legs, some for the torso. Some of those are grabbing with both arms. The one who grabbed his left leg is using all four limps. At least a couple of the kobols are trying to stab him while holding on with their left hands. That sort of thing makes me cringe about using your whole suit of rules ;) |
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08-05-2014, 08:59 PM | #12 | ||
Join Date: Dec 2009
Location: Brazil
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Re: Some thoughts on modelling damage, trauma and injury
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What would be perfect would be a mostly predicatable armor penetration, but a highly variable INJURY model. That would be the gold standard. Have no idea how to achieve it :) If your "blunt trauma" idea from that post you linked above works like I think it does, it's a very, very elegant solution and I might end up just ripping you off on that :) Quote:
Meh, I think that's too mild, frankly. 2xHT before it even starts to be a issue. The modifiers only enter into play if you use the limb. There's no rule for crippled members doing anything more then "you can't use said limb anymore". Like I said, let me get a hammer and whack your left hand with it really hard and let's see if your overall performance isn't degraded. Granted, being on a life-and-death situation will atenuate it somewhat, but I don't think it would do completely. |
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08-05-2014, 09:02 PM | #13 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Some thoughts on modelling damage, trauma and injury
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Let me just close by saying "I hear you, I somewhat agree, and there's a solution . . . "
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08-05-2014, 09:03 PM | #14 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Some thoughts on modelling damage, trauma and injury
Armor Revisited, from Pyr #3/34, has a few building blocks for you if you haven't already leveraged the concepts.
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08-05-2014, 09:11 PM | #15 |
Join Date: Dec 2009
Location: Brazil
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Re: Some thoughts on modelling damage, trauma and injury
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08-06-2014, 12:34 AM | #16 | |||||||||||
Join Date: Jan 2010
Location: Brighton
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Re: Some thoughts on modelling damage, trauma and injury
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Honestly if was to actually do GURPS: Boxing I'd make Boxing gloves transform the first 4hps of damage into AP and only after that have HP damage. (this is of the top of my head) *once the mouths stop flapping and the fists fly anyway Quote:
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Basically at my table, ct weapons are almost never doing ct damage through armour. But I run for want of a better term a "low St" campaign. Quote:
1). Layer you armour. (layered armour existed it wasn't aimed at stopping swords, but again you get into what side of the question is realistic here) 2). thicken your armour (there's a pyramid article that allows you build your own armour, you'll end up possibly with thicker than historical armour, but again which is the unrealistic bit here). 3). If you are running a campaign where ST are 'high' and armour is routinely penetrated give all hand powered weapons an AD(0.5). However I wouldn't given 0DR bare skin a DR of 1 in this instance. Quote:
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Also its all or nothing as in did it penetrate, not all or nothing as in did all the damage penetrate. Quote:
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Sorry you replied to other points, I'll try and reply to that later (have to go to work now, boo!) Last edited by Tomsdad; 08-07-2014 at 01:05 AM. |
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08-06-2014, 07:41 AM | #17 | |||||||||
Join Date: Jun 2013
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Re: Some thoughts on modelling damage, trauma and injury
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Of course, if you'd like to ignore bleeding from a mechanical standpoint, that works just fine as well. Quote:
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Also, I think most fistfights end before anyone's actually making consciousness checks - they fall down due to knockback, knockdown/stunning, and so forth, and decide it's probably in their best interest not to get back up and keep fighting. Knocking someone out pretty much requires a concussion, and those are pretty serious. Quote:
If you're using Luke's wounding system, of course, many wounds do cause Pain, which addresses this issue nicely. |
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damage, injury, penetration, trauma |
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