12-28-2012, 03:28 PM | #51 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Basic Damage too High?
Though this gets into another issue: thrusts are not very good for this sort of thing. Sure, they get the impaling type, but only AFTER you get through armor. And thrusting is, well, thrust-based, yielding 50% lower basic damage (though occasionally modified up or down based on weapon stats. Swords usually go from sw+n to thr+n+1).
In short: in order to properly mimic a thrust being a go-to option as an armor penetrator, you need to apply a (2) armor divisor to such moves.
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12-28-2012, 04:02 PM | #52 | |
Join Date: Aug 2007
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Re: Basic Damage too High?
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12-28-2012, 04:14 PM | #53 |
Join Date: Nov 2011
Location: Seattle, WA
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Re: Basic Damage too High?
Seems to me that "putting your weight behind a thrust" is really just an AOA Strong...that +2 goes a long way on thrusting damage!
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12-28-2012, 04:18 PM | #54 | |
Join Date: Nov 2011
Location: Seattle, WA
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Re: Basic Damage too High?
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-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 |
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12-28-2012, 04:36 PM | #55 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Basic Damage too High?
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Note I agree with you that the game as-is is fun, playable, and better than many other games out there. I would just like it to have the option to be fun, playable, better than many games out there, and ACCURATE. :-)
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12-28-2012, 04:47 PM | #56 |
Join Date: Nov 2009
Location: Oregon
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Re: Basic Damage too High?
Doug, out of curiosity, does the upcoming Technical Grappling do much with the current rules for damage inflicted by grappling techniques like throws, locks and wrenches? I'm especially interested in margin-based damage, like that inflicted by Arm Lock, which as-is feels unrealistic and extreme - especially with how "effortless" it is. And if there's anyone I'd trust to bring grappling damage down-to-earth (down-to-mat?) it would be you.
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12-28-2012, 05:01 PM | #57 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Basic Damage too High?
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The margin-based contests are still there, but to get extreme results, you'll need to build up extreme control, which will either take one really lucky roll (like a crit) or several successive marginal ones, and your foe can fight back. We had a fairly productive series of threads more-or-less entitled "Is the Arm Lock Reign of Terror over?" and I think we came down on the side of locks being very effective if you can set them up properly AND stay out of the other guy's range. To repost what I stuck in the Google+ GURPS group: We pitted a 90-point Boxer against a 90-point Submission Wrestler. The first time the wrestler tried the parry/arm-lock move, it succeeded, but then the Boxer, whose OTHER arm wasn't penalized very much at all, did a punch to the face, and "walked off with the wrestler's girlfriend, while sipping on his stolen milkshake" or something like that. In order for that move to be effective you had to parry, lock, and then use a new movement option to get into the boxer's side or rear arc, denying him the face punch. Just like the self-defense moves work in real life. The other 'what I learned' was that if you do a JP-Arm Lock and you wind up with a bad lock (there is now DEFINITELY such a thing!), you are probably better off letting go unless you can get good positioning. Anyway, the new rules led to emergent tactics that mimicked what happens in real life. There are also cinematic switches available for those who WANT to have their heroines be Black Widow, capable of putting Happy in crippling pain through a boxing glove with a simple lock.
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12-28-2012, 07:21 PM | #58 | |||
Join Date: Sep 2007
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Re: Basic Damage too High?
Well, the thread has moved on, but
Because a watt is a joule per second. If the question is how much energy you can put into something, it's useful to know how much power you can generate and how long you've got to add that energy to your weapon. Quote:
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My objection was to the categorization of the bullet damage as requiring "superhuman" amounts of energy. Actually, putting the energy you cite into an object isn't risibly beyond human capacity, much less having to move to a Supers scale. Quote:
If you keep the same angular velocity, but increase your reach with a stick or string (sling, atlatl, sword), the linear velocity of your damage point increases proportionately (until you hit a physiological torque cap). And increasing velocity is a good way to increase energy (joules). This is probably why those jai alai balls get clocked at 188 mph whereas the major leaguers only pitch at 100. The actual biomechanics are no doubt really complex. Once you start comparing very different penetration and damage mechanisms (swords versus bullets), yet more complexity arises. As has been mentioned, the GURPS model for being able to reach internal organs is damage type, not base damage. It's not obvious to me that bullets cause lots of damage because they have lots more energy than axes -- but perhaps they're just better at getting to vital organs. If so, the discussion shouldn't be focused on ST base damage, but the injury multipliers. |
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12-28-2012, 08:54 PM | #59 | |
Join Date: Aug 2010
Location: The Land of Enchantment
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Re: Basic Damage too High?
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For instance, imagine holding a .44 magnum derringer against your sternum (pointed outward!) and firing it. The recoil energy that your sternum absorbs is exactly the same that the target has applied to it by the bullet- or at least close enough (accounting for the mass of the derringer, etc) as to be effectively identical. Now, would you rather do that, or let me smack you as hard as I can in the sternum with an axe? Or a mace? Or would you rather be the target of the bullet? I know which one I would choose. Another way to think of it is this: If you are shot your body will absorb the same number of joules whether you are wearing sufficient body armor or not. (Ignoring trivial factors such as heat lost to friction in the armor, etc.) Unless I'm having some sort of Physics skill critical fail regarding energy vs force or something. If not then something like J/cm^3 might be a better metric, perhaps. But another problem is simply how you model damage to a human body. Any system based on "points" is going to be inexact. In real life what really matters is whether or not your weapon penetrates to a vital structure, not how many joules it delivers. Well, until you get to ridiculously large amounts of joules and start simply vaporizing targets. FWIW, compared to the competition I feel that GURPS has a remarkably good injury model, especially when all the optional rules such as bleeding etc are used. (I'm an experienced war surgeon.) Last edited by acrosome; 12-28-2012 at 09:12 PM. |
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12-28-2012, 09:00 PM | #60 | |
Careful Wisher
Join Date: Jun 2005
Location: Oregon, WI
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Re: Basic Damage too High?
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