08-19-2014, 02:27 AM | #51 | |
Join Date: Jan 2010
Location: Brighton
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Re: GURPS Project Strength (Fixing ST and ST-based damage and more!)
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One thing you've got the same DR on chest and abdomen against Cr. Had you considered reducing the DR on abdomen to models the lack of ribs which would balance against the lower chance of hitting the vitals in the abdomen? Mainly thinking about the difference between punching a chap in the stomach/abdomen than chest here. I do like the reach stuff especially. And I really like the Cutting stuff as well, really makes the point they're good against flesh but not so good against DR, as well as giving more variation in blade types and variation in effect. What were the fringe issues you came up with, though. You seem to have compensated for a lot of issues IMO so I'd be interested in what's left? And how do you add in the skill progression bonus to damage on bows? do you directly add to damage, or do you give bonuses to ability to pull heavier bows? FWIW I at the moment I run drawing heavier than normally allowed bows as lifting/ST & archery skill based 'lifting' roll to get bonuses on basic BL (just as lifting skill on lifting roll would) to allow skilled experienced archer to draw heavier bows than they otherwise could. I find this combines nicely with other archery advantages like strong bow. Problem is it is an extra roll (although I often let archers takes a '11' and assume successes based from that without rolling, in order to model heavy bows they have got comfortable drawing without issues). I also use this to have them drawing bows in 1 second which would otherwise take 2 seconds as per DS. Of course part of the reason I do this is because I limit ST in my campaigns for issues that you're getting around. But I like it for reasons of verisimilitude as I like the idea of long term specialised training in drawing heavy bows allows you do that without giving you an equal bonus in the more general benefits of high basic ST in wider areas. But the skill progression could just as easily model that depending on how it was applied. Last edited by Tomsdad; 08-19-2014 at 03:29 AM. |
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08-19-2014, 03:04 AM | #52 |
Join Date: Jan 2010
Location: Brighton
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Re: GURPS Project Strength (Fixing ST and ST-based damage and more!)
Actually the more I think about your stuff here, the more I really like it! You've solved a lot of issues here (and solved/avoided some of the regular issues that come when trying to solve other problems).
Quick question, with the ST being 1d +1 per point of ST for Sw (or +1 per 2 points of ST for Thr) I assume you be converting that into dice, not just having 1d+X? I'd definitely be using the partial injuries wounds from MA since a 9mm in the torso that doesn't hit a vital will on average not do a major injury. And I like that you've put more differentiation between rounds before they hit the over penetration threshold (although over penetration will occur less often now). Last edited by Tomsdad; 08-19-2014 at 03:36 AM. |
08-19-2014, 10:28 AM | #53 | |||||||
Join Date: Dec 2009
Location: Brazil
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Re: GURPS Project Strength (Fixing ST and ST-based damage and more!)
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I also forgot to say that you CAN target the Vitals on a hit to the abdomen with crushing attacks (at -4) or on a random 1-in-6 chance on any abdomen hit. Ruptured spleens and stuff like that. Realistically, fat people should have more DR here, but that's a minor detail. Quote:
And, frankly, I'm astounded why they didn't generalized the piercing damage types before. I mean, they go to the trouble of defining "Impaling", which is EXACTLY like pi++. I don't know, it just felt like common sense. I saw some other people were messing with different damage modifiers for cutting, but I haven't seen anyone doing the full -,base,+,++ treatment for it, but it felt to me to be the most logical answer. Quote:
I'm pretty happy with it as is, now. The boxing match problem has been greatly reduced, but not eliminated, but I think we can just agree that heavyweight boxers have one or two points of DR (crushing only) on the face, torso and abdomen to represent the fact that they are used to "taking a beating". Perhaps trough a perk like "strong jaw" or somesuch. Firearm stopping power has been reduced a bit, but I think that's not all that bad. Vital hits become more important, which tallies with reality. I've been considering SM differences as well, and I think there's some deep issues there in RAW that my system only partially adresses. I have a few ideas, but since these don't crop up on my campaigns much, I haven't dedicated the same time that I have to the basic design which I presented here. Quote:
What I can tell you is that I don't like damage adds. I prefer, where possible, to use Trained ST modifiers. My exceptions are AoA (Strong) and Commited Attack (Strong), where I add +1 per die and +1 per each other die of damage. I haven't decided yet, but I believe I'll let Trained by a Master to be a flat bonus as well. Pretty much everything else just increases your effective strength. Quote:
ST Thrust Swing 9 1d 2d 10 1d 2d 11 1d+1 2d+1 12 1d+1 2d+2 13 1d+1 3d-1 14 1d+2 3d 15 1d+2 3d 16 2d-1 3d+1 17 2d-1 3d+2 18 2d-1 4d-1 19 2d 4d 20 2d 4d If people want to be more fine-grained about it, it's easy. As long as Thrust is equal to ST/10 and Swing is ST/5, and HP is STx2, it works. I'm cool with using the same range of progression as RAW, just shifting the break-points. Quote:
Remember that nothing of this is adressing lethality, but stopping power. If you're shot for anything over 5 HP (which most handguns will do reliably) you're going to bleed and have a fair chance of dying from that if you can't receive medical care. And, yes, I also like that there's more variation in overpenetration too. Before I did this change, I was playing a game where I stopped rolling damage for non-Vitals hit and just applied a 1xHP damage (they were using rifles). This makes things more interesting. Last edited by TheVaultDweller; 08-19-2014 at 10:36 AM. Reason: Formatting |
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08-23-2014, 03:17 AM | #54 | |||||||||
Join Date: Jan 2010
Location: Brighton
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Re: GURPS Project Strength (Fixing ST and ST-based damage and more!)
Hi, sorry for long gap in replying!
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The first thing is I think to narrow down to exactly what is causing an issue, and I think you've done that. Cool, what nice about your adaptation is because it's a combination of effects you can adjust it several ways to tailor the fix to a specific question (which is actually why I like GURPS in general). Quote:
As to fat people I tend to allow higher HP to account for padding (this works well with last wounds which will discount less than more wounds and the major wound threshold will go up). Higher HP being closely tied to higher mass in the system. It also directly effect over penetration. Quote:
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*less evenly matched opponents tend not to go 12 rounds of course If nothing else two heavy weight boxers bare knuckle fighting is a very different thing (hell just look at the difference in effect between punches in MMA and WBA and that's just different gloves at work and MMA fighters are less specialised punchers). And of course don't forget boxing gloves give an extra 2pts of DR which would be DR4 in you system. Also a lot of landed punches in boxing are actually parried punches (think of parrying with the body from TG). But yes a +1 to resist cr knockdowns from the face would seem to be fit nicely. Quote:
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One of the problems with arrow heads and AD is its rather all or nothing (i.e all DR is halved, which gives variable results by situation*). Douglas Cole himself says AD2 is rather over stating the real life effect and suggests comparing metal quality to vary the effects application. Another solution is to say add 1 or 2 to damage, but reducing the Imp multiplier down. This allows you to adjust results more finely. However this strays away from the RAW of reducing armours effectiveness, another way to do it might be a range of AD's between 1 and 2, say AD(1.25) or AD(1.5). Given that DRs will be increasing in your system you would have less issues with fraction at that point. (It also would give a bit of variation on you your AD2 imp polaxe's) Quote:
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08-23-2014, 03:17 AM | #55 | ||||
Join Date: Jan 2010
Location: Brighton
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Re: GURPS Project Strength (Fixing ST and ST-based damage and more!)
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You've reducing the danger from bleeding so I'd certainly run bleeding separately from separate wounds under this system. (and I might consider making bleeding from certain specific locations quicker/worse since you've doubled HP without doubling bleeding which allows more room for variable effects) One thing I tempted with bleeding is to to increase the amount of blood loss by some factor of the wound size (larger wounds are not only harder to stop bleeding, but blood loss is faster) difficulty is your double dipping, but I was thinking maybe a multiplier along the lines of injury/8 or 10. which man large wounds against vitals blood vessels etc are not only harder to stop bleeding but you have less time too (and also I think is more realistic for bleeding out quickly form such wounds) *i've played with making it HTxSec cycle but doubling AP costs while acting at negative HP which stops people still acting at normal speed(especially as they are already taking an AP hit from the wound that took them to -HP) Quote:
Anyway cheers, TD. Last edited by Tomsdad; 08-23-2014 at 04:50 AM. |
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Tags |
armor, cutting, damage, impaling, strength |
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