04-23-2018, 06:34 PM | #41 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Should Plate Armor be Harder to Penetrate?
There is a granularity problem, of course, but muscle mechanics being what they are, a heavier tool winds up with both more momentum and more total energy (and on the minus side, takes longer to deliver a strike, which GURPS also ignores).
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04-23-2018, 07:22 PM | #42 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Should Plate Armor be Harder to Penetrate?
Phoenix Command had a game mechanic that made rapid strikes do 1/2 damage and full blows did normal damage. Phoenix Command also utilized 2 second per turn time scales.
I wonder What would be the better way to simulate the extra time of a heavier blow? Just as a telegraphed blow nets the defender a +2 defensive bonus, perhaps a heavier blow could be a telegraphed blow that deals +2 damage just like all out attacks can use either improved bonus to hit or improved damages? Then, adjust all quick blow damages to inflict 2 points less damage? |
04-23-2018, 07:24 PM | #43 |
Join Date: Oct 2015
Location: New England
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Re: Should Plate Armor be Harder to Penetrate?
Getting stabbed is serious business, regardless of who is doing the stabbing, especially when the attacker is completely committed to doing their utmost to succeed in the attack and to injure the victim.
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04-23-2018, 07:43 PM | #44 | ||
Join Date: Aug 2009
Location: OK
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Re: Should Plate Armor be Harder to Penetrate?
Quote:
If we look at the lower end of what velocity someone might achieve (call it 4 m/s), then you get 14.4 J (~1.5 GURPS damage) with the lighter spear and 21.76 J (~1.8 GURPS damage) for the heavier spear. At the high end (the velocity of the punch from a pro boxer, which I suspect is faster than you're going to be thrusting a spear) we're looking at something like 11 m/s, which gives us 108.9 J (~4 GURPS damage) and 164.5 J (~5 GURPS damage) I suspect what you would run into on the battlefield would be somewhere between those two. (And maybe I got this all wrong. I'm certainly not an expert at this.) Yes, that's a meaningful difference when used by someone exceptionally strong. But it's certainly not enough to justify the differences that we see in the game rules. And that's making some perhaps questionable assumptions about how the interaction between the body and the weapons works that, if anything, make the weapons appear more dissimilar than they actually would be. If these numbers are in the right ballpark, then it's exceptionally unlikely that anyone on the battlefield is going to have their armor pierced by a spear, sword, etc. if they were able to purchase armor. Which makes sense. If you were purchasing armor to wear into battle, you would want to purchase armor that protects you from the attacks you're likely to face on the battlefield. Quote:
Really each weapon needed its own armor penetration statistics, but with the granularity we're stuck with in a system that uses 3d6, I don't know how feasible that would be. I guess you could do it with a table lookup where you look at what it takes for any given weapon to penetrate any given armor.
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04-23-2018, 07:49 PM | #45 | |
Join Date: Aug 2009
Location: OK
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Re: Should Plate Armor be Harder to Penetrate?
Quote:
If a weapon doubles one person's penetrative ability, why does it barely impact another person's?
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
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04-23-2018, 08:00 PM | #46 |
Join Date: Mar 2013
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Re: Should Plate Armor be Harder to Penetrate?
The realism-based solution might be a combination of:
- Slower ST-based damage increases and perhaps a lower starting point for ST 10 - Muscle powered weapons apply damage multipliers instead of set bonus - All-out damage/Extra Effort is a multiplier as well - Blunt Trauma-type rules so that non-penetrating hits can damage - Possibly increase armour DR as well (if ST-based damage adjustments are not sufficient) Would be irritating to have to calculate on the fly but pre-worked information should be OK. |
04-23-2018, 08:05 PM | #47 | ||
Join Date: Jul 2008
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Re: Should Plate Armor be Harder to Penetrate?
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Quote:
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04-23-2018, 08:07 PM | #48 |
Join Date: Oct 2004
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Re: Should Plate Armor be Harder to Penetrate?
Given what we know of the quality of metallurgy from those periods, virtually anything could happen. Plates could shatter, weapons could shatter, and anything in between. Since we don't know what a point of damage represents, and we know that DR stops damage, it's really not all that important. Roll your damage randomly and you have historical results. ;)
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04-23-2018, 08:13 PM | #49 |
Join Date: Aug 2009
Location: OK
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Re: Should Plate Armor be Harder to Penetrate?
I suspect two things here: the differences are fairly minor in reality, with the difference in most cases being negligible (below the level of resolution that the game is capable of generating) and that GURPS has those differences backwards when they do occur. In GURPS, when a weaker person uses a heavier weapon, they get more of an advantage, whereas the opposite is true in real life; when a stronger person uses the heavier weapon, they should be the ones to gain the advantage.
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"For the rays, to speak properly, are not colored. In them there is nothing else than a certain power and disposition to stir up a sensation of this or that color." —Isaac Newton, Optics My blog. |
04-23-2018, 08:42 PM | #50 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Should Plate Armor be Harder to Penetrate?
I'm going to guess that the ST table, which hasn't been altered for quite a while, is simply "ST 10 does 1d damage, and damage increases by one point per point of ST."
It likely predates a sw/thr differentiation even. It certainly predates the assigning of damage/penetration to firearms.
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