03-08-2009, 03:40 PM | #81 | ||
Join Date: Mar 2006
Location: Iceland*
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Re: High-Tech issues, real-world equivalencies and questions
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But the reason I buy GURPS books is so that paid authors can do the work of reality-checking for me. Generally, their work is excellent. In cases where the result is counter-intuitive or at odds with what little I know of the subject, though, I like to see their sources. Hence my question about the manufacturer and model number of the TL 8 Concealable Vest in High-Tech that's Level IIIA and weights only 2 lbs. It reminded me of the infamous Second Chance Standard in the 3e Basic Set, which at 2.5 lbs. and DR 14 over the entire torso provided far superior protection for weight than any other modern armor available in GURPS. This was especially galling because the excellent Modern Firepower included many real world bullet-resistant vests statted in more realistic terms and were utterly incompatible with the DR 14(!) vest in Basic. Quote:
Besides, the way I play GURPS, people usually describe their intended actions in real-world terms, not game-mechanical terms. Thus, every time the game rules ignore a factor present in the real world, it actually makes my job more complex (as I then have to adjudicate on the fly, without the benefit of a pre-written rule), not less. Aiming for the less likely to be protective side of body armour occurs to players frequently. Hence, I'd like the game rules to provide an answer for how to adjudicate that. As it happens, that's with the Hitting 'em where it hurts rule from High-Tech. Which indeed does apply to some bullet-resistant body armour in the book. But not, unfortunately, the Concealable Vest, despite the excellent real world justification for such a ruling.
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03-08-2009, 03:45 PM | #82 | |
Join Date: Mar 2006
Location: Iceland*
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Re: High-Tech issues, real-world equivalencies and questions
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The problem isn't with repeated hits, as I initially thought, but with the more rapid deterioation with age and use of the Dragonskin. Although exactly how much of a problem that is is open to considerable doubt. *I hadn't really paid attention to the Dragonskin before, just dismissed it as 'unlikely to be available to PCs in my game and probably not that superior to SAPI-inserts even if it was'.
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03-08-2009, 07:13 PM | #83 | |
Join Date: Mar 2005
Location: near Houston
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Re: High-Tech issues, real-world equivalencies and questions
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(Okay, to be fair, they want to get past teh mooks without it taking forever. The fight with the head villain or his his henchmen can last longer) As for realistic combat -- I prefer playable combat, even if it only reaches a level of "believable" rather than "realistic". I've found over the years that the added details in the quest for realism usually aren't worth it. You are free to seek high level of detail in your campaigns, but don't expect others to be nearly as interested.
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A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
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03-08-2009, 07:25 PM | #84 | ||||
Join Date: Mar 2005
Location: near Houston
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Re: High-Tech issues, real-world equivalencies and questions
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A generous and sadistic GM, Brandon Cope GURPS 3e stuff: http://copeab.tripod.com |
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body armour, guns, high-tech, modern firepower |
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