07-30-2012, 06:33 PM | #1 |
Join Date: Feb 2012
|
[HT] Maximum torso damage for different bullet sizes
Hey y'all. On High Tech page 162 there's an optional rule under the heading "Body Hits" that I'm sure most of you are familiar with. It states that the maximum damage a bullet to the torso can deal is the victim's HP score, with the excess only counting toward bleeding penalties. I presume this is to represent the bullet coming out the other side, and thus no longer being able to destroy tissue. If this is the case though, a wider wound channel should have a higher maximum damage. Shouldn't the maximum amount be based on bullet size, or in GURPS terms, wounding modifier? How does this houserule seem to you?:
Code:
Wound mod | Max damage ---------------------- pi- | HP/2 pi | HP pi+ | HP*1.5 pi++ | HP*2 I'd be interested to hear people's thoughts on this from a balance perspective of course, but also from a realism perspective. Small arms effectiveness is naturally a hard subject to get good data on, since there's no way to simulate a bullets effects on a human being under combat conditions without shooting a human being in combat. Still, GURPS seems to be making the supposition that crushed tissue == lost HP, and a bigger round will certainly crush more tissue before it exits. Side note: While we're on this topic, I'd also be interested in hearing the reasons behind the bleeding roll penalties from excess bullet damage. I've always thought of this as temporary cavitation from a high velocity bullet, but I'd be interested to hear alternate explanations. |
07-30-2012, 06:42 PM | #2 |
Join Date: Jan 2010
|
Re: [HT] Maximum torso damage for different bullet sizes
I wouldn't reward pi++ that much or punish pi- that much. You might go .7, 1, 1.2, 1.5 instead.
The biggest issue is that pi++ isn't actually reserved for autocannon. A .45 or .40 hollow point is also pi++ round. A good roll with one of those suddenly has a chance of instant death even if it misses vital organs. Whether or not this is realistic (I vote not) it subverts the Body Hits rule, which is clearly meant to make those random Vitals hits the way of representing sudden death from a torso shot. |
07-30-2012, 07:10 PM | #3 |
Join Date: Feb 2012
|
Re: [HT] Maximum torso damage for different bullet sizes
I really like your proposed maximums. They scratch the same itch as my table, without getting into the "roll for instant death" situation that never makes much sense with small arms, and without nerfing pi- to death.
However, regarding hollowpoints, I'm beginning to think they should get a base damage nerf. Barring temporary cavitation and spooky ballistic pressure waves, a .6 inch diameter hole all the way through your torso is what it is, whether it's a heavy machine gun that makes it or an HP round. If hollowpoints can't overpenetrate, then their basic damage should be changed so that they never hit the overpenetration cap, whatever that works out to be. Last edited by tfaal; 07-30-2012 at 07:18 PM. |
07-30-2012, 07:19 PM | #4 |
Join Date: Jul 2009
Location: Oklahoma City
|
Re: [HT] Maximum torso damage for different bullet sizes
[Nevermind—had it wrong]
__________________
The Art of D. Raymond Lunceford, The Daniverse: Core Group Annex The Daniverse Game Blog Last edited by Gigermann; 07-30-2012 at 07:22 PM. |
07-30-2012, 07:23 PM | #5 | |
Join Date: Nov 2009
Location: Oregon
|
Re: [HT] Maximum torso damage for different bullet sizes
Quote:
|
|
07-30-2012, 07:24 PM | #6 |
Join Date: Feb 2012
|
Re: [HT] Maximum torso damage for different bullet sizes
|
07-30-2012, 07:29 PM | #7 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
|
Re: [HT] Maximum torso damage for different bullet sizes
Quote:
__________________
My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
|
07-30-2012, 07:31 PM | #8 | |
Join Date: Feb 2012
|
Re: [HT] Maximum torso damage for different bullet sizes
Quote:
That seems reasonable. Do you have a link to that article? It sounds like it would be very helpful to me. |
|
07-30-2012, 07:36 PM | #9 | |
Join Date: Nov 2009
Location: Oregon
|
Re: [HT] Maximum torso damage for different bullet sizes
Quote:
|
|
07-30-2012, 07:57 PM | #10 |
Join Date: Feb 2012
|
Re: [HT] Maximum torso damage for different bullet sizes
Good to know that I'm not the first to see this rule as a little off. It seems to me that our present overpenetration rules weren't written with Body Hits in mind. If I had to make up overpenetration rules from scratch, I would probably rule that armor divisors do not apply to cover DR from flesh, and that the torso's cover DR is always equal to 10*the round's wounding modifier. Armor divisors and wounding modifiers are designed to fine tune a weapon's specific performances against armor and flesh, so it seems like madness to mix the two up in any circumstance.
|
Tags |
high tech, high-tech |
|
|