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Old 09-15-2019, 05:19 PM   #31
Anthony
 
Join Date: Feb 2005
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Default Re: Rounding DR and AD

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I guess I'm wondering if the widening of a wound to make room for a slug might make a body slightly wider and increase its air resistance.
Not in any way relevant to this discussion; there would be some effect if you used enough significant digits, but nothing measurable at the granularity of GURPS.
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Old 09-15-2019, 06:16 PM   #32
Fred Brackin
 
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Default Re: Rounding DR and AD

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If, let's say, a policy was taken to treat 1 HP of blunt force trauma (ie taking 10 damage stopped by DR to create) as 1 crushing damage for knockback purposes, resulting in 1 yard for HP3 creatures, would that seem excessive?



It doesn't exactly take a charging football player to throw someone off-balance though. .
It would seem complicated and pointless as there are no such creatures in the real world and why would anybody genetically engineer one. Bio-tech wouldn't let you do it without TL12 active nanites. I'm not sure an ankylosarus had DR10.

Being thrown off balance is not kniockback. You can lose your balance and fall down without any bullets or football players being involved at all. Knockback (a game mechanically specific term) is not just any backward movement..
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Old 09-15-2019, 07:10 PM   #33
Anthony
 
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Default Re: Rounding DR and AD

In general being knocked down by blunt trauma is a vitals hit sufficient to cause shock, which causes a knockdown roll. The problem is that it's not clear that blunt trauma applies to the vitals, and crushing attacks cannot target the vitals.
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Old 09-15-2019, 08:05 PM   #34
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Default Re: Rounding DR and AD

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In general being knocked down by blunt trauma is a vitals hit sufficient to cause shock, which causes a knockdown roll. The problem is that it's not clear that blunt trauma applies to the vitals, and crushing attacks cannot target the vitals.
They can if you use the extra rules in Martial Arts for such things, and in the case of random knockdowns from getting shot or punched in the 'centre of mass' you'd also need the rules giving a 1-in-6 chance of a torso hit landing on the vitals. However, that still leaves the issue of blunt trauma being a form of injury, and not a type of damage, and thus not having special effects of this sort.
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Old 09-16-2019, 06:25 AM   #35
Plane
 
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Default Re: Rounding DR and AD

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They can if you use the extra rules in Martial Arts for such things, and in the case of random knockdowns from getting shot or punched in the 'centre of mass' you'd also need the rules giving a 1-in-6 chance of a torso hit landing on the vitals. However, that still leaves the issue of blunt trauma being a form of injury, and not a type of damage, and thus not having special effects of this sort.
If no multipliers applied in the slightest then if you had 10 flexible DR it wouldn't matter whether you took 10 damage to the skull or 10 damage to the foot?

Even if that's RAW it feels off, since it's "blunt" force trauma, it feels like it should work with whatever multipliers that Crushing would use.

Which would also be important if someone was wearing DR in layers: should BFT, in being some kind of automatic 'injury' rather than 'damage', automatically bypass layers of DR which are underneath flexible DR?

Example: DR 10 (Flexible) w/ DR 1 (Non-Flexible) underneath.
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Old 09-16-2019, 07:17 AM   #36
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Default Re: Rounding DR and AD

B379 is pretty clear on this:
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This is actual injury, not basic damage. There is no wounding multiplier.
How this works with rigid armour underneath (something that the Basic Set doesn't allow with equipment that gives DR - see B286) isn't discussed in the rules at all.
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Old 09-16-2019, 10:17 AM   #37
Anthony
 
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Default Re: Rounding DR and AD

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How this works with rigid armour underneath (something that the Basic Set doesn't allow with equipment that gives DR - see B286) isn't discussed in the rules at all.
It magically goes right through the rigid armor, of course.

In reality, the reason you don't usually put rigid armor under flexible armor is that it dramatically reduces the performance of the flexible armor (probably half DR or worse).
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Old 09-23-2019, 11:47 PM   #38
Plane
 
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Default Re: Rounding DR and AD

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B379 is pretty clear on this:

How this works with rigid armour underneath (something that the Basic Set doesn't allow with equipment that gives DR - see B286) isn't discussed in the rules at all.
Er... so I'm envisioning punching a ninja turtle wearing a cape now. If his cape provides 5 DR (Flexible) and his shell has a natural DR of 10 (non-flexible) then hitting him for 5 basic damage (stopped by flexible DR) inflicts 1 HP of injury from blunt force trauma (ignoring his shell?), but hitting him for 6 basic damage (penetrating the flexible DR) is stopped by the shell DR?

I can't help but think the blunt force rules assume that the flexible DR is the last resort and that there isn't any non-flexible DR to be considered afterward...
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