03-17-2018, 11:54 AM | #41 | |
Join Date: Aug 2004
Location: Wellington, NZ
|
Re: Increasing lethality
Quote:
In a system other than GURPS you could replicate this to some extent by using (for example) 1d6+2 for a slashing weapon and 1d10 for a piercing one. Same average damage, but the former is more consistent.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
|
03-17-2018, 12:29 PM | #42 |
Banned
Join Date: Mar 2018
|
Re: Increasing lethality
If I could be arsed to do it GURPS I would probably decrease the damage of small arms by about half but give them an additional + to their piercing. Superb penetration, mediocre tissue destruction describes them. I think that the GURPS firearm damage was designed without all the optional rules in mind, and that's why it's so high - with the Basic rules firearms aren't lethal enough, with all the optional rules they're too lethal just because of how much base damage they have.
I also think part of the issue here has nothing to do with GURPS per se but in reducing weapons to statistics. IRL damage has to do with convoluted wound paths and neurological responses to them, there is of course no such thing as 'damage'. While modeling firearms damaged on the energetic level of a round has some merit to it it's far too simple - .17 Hornady has an incredible amount of energy concentration but would do pitiful damage to a human being compared to a mace. Of course it's absurd to expect any RPG to have wound-path rules without becoming more convoluted than it's worth. Last edited by VonKatzen; 03-17-2018 at 12:33 PM. |
03-17-2018, 03:23 PM | #43 | ||
Join Date: Apr 2005
|
Re: Increasing lethality
Quote:
Although I also like using the Grazing rules from the Alternate GURPS (Pyramid 34), which also makes us of the success-by-0 roll, so maybe not. But even barring all of that, yeah, having experienced or trained shooters aim for vitals shots (With random goons or gang-bangers just aiming for the torso or random) is probably a good way of demonstrating higher skill (Though I'd note they shouldn't do this all the time, only when it doesn't decrease their chance of hitting too much). Quote:
|
||
03-17-2018, 03:43 PM | #44 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
|
Re: Increasing lethality
Quote:
For example, in the WWII campaign I was playing today, a lot of the gunfire is rifles and machine gins doing 6d to 7d per hit. Most combatants, on any side, will drop out of a fight after taking a hit like that. They may have made one death check to survive that far, but another hit will involve about two more. Taking cover and not coming out is considered acceptable at that point.
__________________
The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
|
03-17-2018, 07:01 PM | #45 | |
Join Date: Aug 2004
Location: Wellington, NZ
|
Re: Increasing lethality
Quote:
I might have intended to change melee weapon damages a bit as well, probably by turning the damage bonuses for weapon into 'per die' bonuses of some sort, but I certainly never got round to it.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
|
03-17-2018, 11:05 PM | #46 | ||
Join Date: Aug 2004
|
Re: Increasing lethality
Quote:
I thought it was in Martial Arts, but checking now, I don't see it there either, including on p137, where I don't see anything in the vitals notes about a miss by 1 hitting the torso instead. (However, that page does inform us that a miss by 1 against an ear hits the torso...) Huh. Is this "miss vitals by 1, hit the torso" rule somewhere in GURPS, or is it my imagination? I think I'm just failing to see it somewhere... As for the chance that a torso shot gets lucky and hits the vitals, that is indeed in MA, as you say, on p137. Though, for the record, it's only a 1 in 6 chance. (I like 2 in 6, myself; a torso packs a lot of vitals.) Quote:
For a sub-part that on the "edge" of a larger part - head atop body, ear attached to head, etc. – it makes sense to game a general "attack on the sub-part hits the larger part on a miss by 1", or something like that. If the subpart is in the center of the larger part – vitals in torso, or even ear in head if attacked from the side – it makes sense for a miss against the small part to have a high chance of hitting the larger part, even as high as if the attacker had aimed at the larger part to begin with (my bullseye in archery target example).
__________________
T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com Twitter: @Gamesdiner | RSS: here ⬅︎ Updated RSS link | This forum: Site updates thread (occasionally updated) (Latest goods on site: GLAIVE Mini levels up to v2.4. Update to melee weapon design tool, with more example weapons and commentary.) |
||
03-17-2018, 11:31 PM | #47 |
Join Date: Apr 2010
|
Re: Increasing lethality
|
03-17-2018, 11:36 PM | #48 | |
Join Date: May 2015
|
Re: Increasing lethality
Quote:
Seems to me that really there should always be some chance of hitting an unintended random body part, too. Aha! Right, there you go! Yeah, it would be good if it were mentioned in the rules text not just a note on the hit location table! Last edited by Skarg; 03-17-2018 at 11:40 PM. |
|
03-18-2018, 03:01 AM | #49 | |
Join Date: Aug 2004
|
Re: Increasing lethality
Quote:
(Yeah, GURPS is generally very good about thorough cross-referencing and indexing, but with 500+ pages in Basic Set alone, a few little things are bound to fall through...)
__________________
T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com Twitter: @Gamesdiner | RSS: here ⬅︎ Updated RSS link | This forum: Site updates thread (occasionally updated) (Latest goods on site: GLAIVE Mini levels up to v2.4. Update to melee weapon design tool, with more example weapons and commentary.) |
|
03-18-2018, 05:06 AM | #50 |
Join Date: Jan 2006
Location: Central Europe
|
Re: Increasing lethality
Its also worth saying that dying slowly of blood loss, infection, and fevers over weeks to months (I think that one of Magellan's crew took three weeks to die after a mutiny that ended in a knife fight) is not the kind of thing that most stories focus on. Neither is 'yeah, you are technically still alive and could be saved by a dentist's assistant or army cook at TL 7+, but in this setting nobody has any idea and they strip you naked and dump you in the pit with the other 37 corpses.' If you enforce the bleeding rules with all modifiers, and the rules for infections, and a setting does not have magic or high-tech medicine, wounds are scary.
It would help to have a version of the bleeding rules which does not require so many rolls.
__________________
"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
|
|