05-24-2012, 03:52 PM | #141 |
Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
|
Re: Combat Maneuvers Cheat Sheet
Hi guys, I've had some time at my hands and tried to improve the injury cheat sheet.
Injury Cheat Sheet 0.02 Any comments you might have would be appreciated. I'm in the process of making a backpage for the sheet with all the mundane healing options available and some more tables. Cheers Onkl |
05-24-2012, 04:09 PM | #142 |
Join Date: May 2011
|
Re: Combat Maneuvers Cheat Sheet
awesome, I love these
|
05-24-2012, 07:36 PM | #143 |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Combat Maneuvers Cheat Sheet
Looks great as always.
|
05-24-2012, 08:34 PM | #144 |
Join Date: Feb 2007
Location: Reaving along the Black Coast
|
Re: Combat Maneuvers Cheat Sheet
Very cool, thank you.
|
05-24-2012, 08:34 PM | #145 |
Join Date: Nov 2011
Location: Seattle, WA
|
Re: Combat Maneuvers Cheat Sheet
Awesome. This is totally more than version 0.02 though. I'd call it a beta, at least. :-)
__________________
-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
05-25-2012, 03:23 AM | #146 |
Join Date: Aug 2009
|
Re: Combat Maneuvers Cheat Sheet
One thing the sheet could be clearer about is how crippling thresholds work. Essentially, you need to take more damage than the threshold for a limb to be crippled and it is this slightly higher number that must be doubled in order to sever a limb.
Here is a relevant example from p. B421: "A blow to a limb or extremity can never cause more injury than the minimum required to cripple that body part. For example, if a man has 10 HP and suffers 9 points of injury to his right arm, he loses only 6 HP – the minimum required to cripple his arm." The sheet makes it seem like you only need to take HP/2 to cripple an arm but in fact you need to take (HP/2 + 1) rounded down which is often one higher. By the same token, damage needed to destroy an arm is often two higher than what you might expect from the sheet. |
05-25-2012, 04:27 AM | #147 | |
Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
|
Re: Combat Maneuvers Cheat Sheet
Quote:
|
|
05-25-2012, 09:24 AM | #148 |
Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
|
Re: Combat Maneuvers Cheat Sheet
Version 0.50 of the Injury Cheat Sheet.
There are still tons of errors, wrong formats, omissions... but it's getting there. I've added a second sheet on which I have a lot of work to do. As always, please help me make the sheet better for the benefit of all - so post those errors and whishes and... Cheers Onkl |
05-25-2012, 12:17 PM | #149 |
Join Date: Nov 2011
Location: Seattle, WA
|
Re: Combat Maneuvers Cheat Sheet
Actually, the clearest way to state the crippling threshold is simply Over HP/2. The formula HP/2+1 isn't strictly correct. For example, if HP is 11, HP/2 = 5.5. 5.5+1=6.5, which would create rounding confusion (as it's greater than 6, so is 6 really enough to cripple?). However, the crippling threshold for HP 11 is, in fact, 6.
Strictly speaking, ROUNDDOWN(HP/2)+1 is correct, but it's a bit cumbersome.
__________________
-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
05-25-2012, 01:45 PM | #150 | |
Join Date: Oct 2009
Location: Salodurum, Confoederatio Helvetica
|
Re: Combat Maneuvers Cheat Sheet
Quote:
Injury Cheat Sheet 0.51 |
|
Tags |
combat, game aid, game aids |
|
|