03-28-2021, 10:29 AM | #11 |
Join Date: Aug 2004
Location: traveller
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Re: [Lite] wound modifiers
In full disclosure, the experience that sent me down this path was participating as a player in a GURPS demo session run by Jessie Foster of the Arizona MIB at a face-to-face convention in the Before Times. He was meticulous about the rules, as befits the MIB. I was surprised by the extent to which just this one rule slowed down combat, even in a fantasy setting, and started wondering if there was a way to simplify it.
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03-28-2021, 12:37 PM | #12 |
Join Date: Aug 2007
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Re: [Lite] wound modifiers
I mentioned the possibility of improvised melee weapons but I also mentioned that people who have guns don't tend to fight with broken beer bottles.
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Fred Brackin |
03-28-2021, 01:07 PM | #13 | |||
Join Date: Jun 2013
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Re: [Lite] wound modifiers
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*Honestly, just treating Unliving as IT:DR x1/2 (Imp/Pi) and Homogenous as IT:DR x1/4 or x1/5 (Imp/Pi) is probably easier than the default rules, where you need to either memorize or lookup the Unliving/Homogenous WM's.
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03-28-2021, 02:40 PM | #14 | ||
Join Date: Aug 2004
Location: traveller
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Re: [Lite] wound modifiers
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In a high/ultra-tech scenario, I would probably put it as x1/3 for Unliving and x1/5 for Homogeneous, since Pi/Pi+ are relatively more common than Pi++ or Pi-. I can live with that as a simplification, rather than (as you say) memorizing the rule or extending the look-up table. |
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03-28-2021, 03:57 PM | #15 | |
Join Date: Jun 2013
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Re: [Lite] wound modifiers
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It follows the Size and Speed/Range Table (SSR) progression, except it skips x0.7 and x1/7, just like Armor Divisor does, because 7 is an icky number people tend not to multiply or divide by very often. Still, x1/3 and x1/5 are certainly going to generally be close enough to the normal values.
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03-28-2021, 10:06 PM | #17 | |
Join Date: Aug 2004
Location: Seattle, WA
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Re: [Lite] wound modifiers
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- I do the math on behalf of the players a lot. "That was a solid impaling hit with your spear, and that means double damage when it pierces his armor". Players who love detail might ask how the system works, but a lot of times players don't ask. - Conventions usually mean pregenerated characters, and I usually give each character only one weapon. So players only have to remember their weapon's rules. - I generally run genres that don't require a lot of special damage types, armor divisors, armor that is effective against X but not Y etc. (All that said, this year when I've been playing GURPS over FoundryVTT, I've been extremely thankful for the auto damage calculation in my Traveller game, because the combination of armor divisors and specialty armor IS a brainburner, and I've been playing GURPS for 30+ years....) |
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03-29-2021, 06:50 AM | #18 |
Join Date: Aug 2004
Location: traveller
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Re: [Lite] wound modifiers
I'm usually in the GM's seat myself, so part of it was watching the process from the players' perspective. We were using pre-gens and I'm pretty sure Jessie was doing as you suggest, managing the look-ups for us. It still struck me as a time-consuming extra step, with at least one additional exchange with the GM required. Now multiply that by six players at the table, every round...
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03-30-2021, 10:50 AM | #19 |
Join Date: Sep 2016
Location: Montreal
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Re: [Lite] wound modifiers
One way to do it is two step.
First, scale up damage. Either by multiplying damage dices before rolling or with a lookup table giving you the proper for various wound multiplier, if you don’t want to mentally handle the multiplication. If damage dice is fix and not subject to bonus, then writing directly scaled up damage on the character sheet is a good option. Second, also multiply DR by the same wound multiplier before subtracting it from the rolled damage. Again, figuring those values and writing them down on the character sheet. It’s kind of already the case for armor with split DR. So, if character A attack with a 1D Pi++, either roll 1 D and multiply it by X2 or roll 2D. Let say we roll 2D, double 4. Character A declare an attack doing 8 pi++ damage. Character B at the receiving end, as a Dr of 3. His character sheet already says his DR against pi++ is 6 (3 x2). Character B is wounded by 2 ( 8-6=2), the same as (4-3)x2. Not sure on how hit locations or homogeneous would work... Last edited by pierseb; 03-30-2021 at 11:22 AM. Reason: spelling |
03-31-2021, 07:06 AM | #20 |
Join Date: Jun 2013
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Re: [Lite] wound modifiers
Honestly, I think your suggestion would work out to be more complex than the default. I mean, you're talking about every type of armor having at least four different DR values, depending on attack type.
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