07-11-2013, 08:43 AM | #31 | |
Join Date: Dec 2012
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Re: 4E's hit point philosophy
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This, I think, hits on the disconnect that I'm seeing from Andrew. We're not (at least not all of us, and all the time) asking for a system that requires a scientific calculator during play to calculate damage - what we are saying is that the current system is a curve that doesn't fit the data when some additional data points were plotted. All we're after is a function that more closely fits observable data. |
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07-11-2013, 08:59 AM | #32 |
Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Re: 4E's hit point philosophy
I'm going to take another tack at it...
SJ Games has limited resources. They must allocate those resources (the most limited being human resources) to the maximum extraction of profits, given some artificial limitations (e.g., "Steve Jackson, the owner, really likes GURPS, so even though it'd be more profitable to dump GURPS in favor of more card games, he continues to support it"... and thanks, Steve! :-). Given the scarcity, and the requirement of relatively-efficient allocation of resources, they have to measure whether a project is worth the effort. There's lots of GREAT IDEAS that are posted to these forums, daily. But experience has taught them that some things just don't sell enough to be worth spending the time on. There are some things that are either going to remain in the realm of "fan works," or are going to get short articles in a future Pyramid. SJ Games isn't going to be able to devote any more time to them than that. Perhaps the number of people who want detailed "crunch" about vehicle combat isn't enough to get a supplement? Perhaps most people prefer to just "wing it"? It'd most likely not enough to revise the core rulebooks, prior to some hypothetical Fifth Edition (and please don't start a tangent on THAT topic...!). Anyway, that's my two cents. But with inflation, we'll have to up to two drachma! :-)
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07-11-2013, 09:10 AM | #33 | |
Join Date: Aug 2004
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Re: 4E's hit point philosophy
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It'd be interesting to see a simple example of the problem you mention. That is, I know that cannons do a lot more damage than muskets in GURPS, and that ships definitely have more DR and HP than sailors, so without knowing anything more, I wouldn't have guessed there's a big issue. What numbers are you looking at that suggest something's off? This curious gamer would be thankful if you could jot down a quick example involving pirate ships or bomber plans or whatever's unsatisfying. (Nothing time consuming needed; if I want detail I should get out the books and research on my own!)
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07-11-2013, 09:16 AM | #34 |
Munchkin Line Editor
Join Date: Aug 2004
Location: Austin, TX
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Re: 4E's hit point philosophy
You're misreading my tone; I'd say other posters in this thread have been far more defensive than I have been, to be honest. All I'm saying is that, in my opinion, what some people are calling flaws are more correctly termed design choices.
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07-11-2013, 09:33 AM | #35 | |
Join Date: Mar 2006
Location: Iceland*
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Re: 4E's hit point philosophy
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That's... less than excellent. On the other hand, the rabinet is not meant for destroying warships anway, so maybe it doesn't matter. On the other hand, the fact that 24-lb and 42-lb cannon do the same damage is kind of wacky. Or that when shooting at a sloop of war, it takes, on average, about nine 12-lb shot for it to be at serious risk of sinking (ca -x1 HP) and 25 twelve-pounder shot for them to be completely destroyed. Even worse, using 42-lb shot, you still need 7 to be likely to sink it and 20 to destroy it, while you can also sink it by managing to hit it with a volley of musket balls, since 55 of those will have a good chance of sinking it and 165 of them will destroy it completely. Does it make sense to anyone that 165 one-ounce musket balls (at lower velocity, to boot), have the same effects as twenty 42-pound cannoballs? Does it seem to fit with descriptions of fictional or real naval battles to have a couple of good musket volleys from the marines and sailors sink the opposing ship? Is that the kind of naval action that anyone is aiming to emulate?
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07-11-2013, 09:37 AM | #36 | |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: 4E's hit point philosophy
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In short - my observation regarding ships of the line is that you can't call the weight of a ship X, which includes the masts, the lines (rope), the tackle, the reinforcements for hull construction, the equipment used to repair the ship and cook food etc, along with the guns themselves - and merge it all into one hit point pool and be done with it. A cannonball that penetrates the hull loses energy penetrating the hull, then flies through the hull in search of something else to damage. It might lop off a limb, disembowel a human being, or strike a support beam within (inflicting some structural damage to the wood, but not structural damage to the hull itself) or even strike a bronze or iron cast cannon or its truck. If each cannon had its own hit points separate from the ship - then the damage inflicted by a cannonball would be more "manageable" relative to the ship itself. What is perhaps even worse in all of this? The mathematical philosophy of "The sum is equal to the whole of its parts" does not hold true in GURPS 4e. Don't believe me? Try this on for size... Take a ship, and assume that the water it displaces is its true weight/mass overall. Then add in the cannons, supplies, rigging and mast, etc - and add the mass together and determine the hit points of the ship per the rules given. Now, take the time to determine the hit points of each singular cannon by weight. Compute their hit points via the rules as written, but treat their hit points as separate from that of the ship's. Add up the total hit points per cannon to the hit points of the ship, and the total hit points for the ship with cannons does not equal the hit points of the combined mass of ship plus cannons. In this instance, the whole is NOT equal to the sum of its parts.
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07-11-2013, 09:41 AM | #37 |
Join Date: Jul 2008
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Re: 4E's hit point philosophy
That conflates the piercing type cap problem with the damage aggregation problem some. Both exist, but they are at least partially separable...
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07-11-2013, 09:48 AM | #38 | |
Join Date: Mar 2006
Location: Iceland*
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Re: 4E's hit point philosophy
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But I think that a system for damage against large targets ought to include a solution for both. If it weren't for this pesky work, I'd have tried continuing Pulver's work in Pyramid and see if I couldn't figure something out. Of course, if you extend pi damage to larger stuff, you have to account for larger imp, at least. There's a world of difference between the wounding and structural damage potential for a narrow-pointed arrow for small game (however fast it may be going) and a giant's broad-bladed spear. Rather than change HP for large stuff, I was thinking about reducing WCM (i.e. the damage modifier) for weapons that are not sized for use on that SM. It looked promising, but too much work to do for free.* On the other hand, do it with others as part of playtesting or contributing material to a larger book and it's much less like work, more like play. *Or the kind of pay gaming companies offer, which is more or less the same thing.
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07-11-2013, 09:49 AM | #39 | |
Join Date: Jul 2008
Location: Where the Celts originated
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Re: 4E's hit point philosophy
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the authors succeeded to create one system for the different scales of any potential combat, from human scale to small vehicle scale to ship / starship scale - frankly, I have yet to see a truly convincing example, in the end it al- ways comes down to two separate systems for human scale and big vehicle scale. In my view the standard GURPS combat system does acceptably well for human scale combat, which in my experience almost implies that it is less able to deliver equally good results on the big vehicle scale, this would requi- re a second, differently scaled system. Unfortunately such a system seems to be missing (I do not know all GURPS materials), but this is not a fault of the human scale combat system which obviously was designed for a different purpose - using it for a bigger scale just does not make much sense. |
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07-11-2013, 10:28 AM | #40 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: 4E's hit point philosophy
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This makes SM significantly better, but IMO SM is currently a net penalty, so no big deal. |
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damage, hit points |
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