07-11-2013, 10:35 AM | #41 | |
Join Date: Mar 2006
Location: Iceland*
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Re: 4E's hit point philosophy
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It's fine-tuning it to fit with observable benchmarks, avoiding Murphy's edge cases, preventing it from changing the basic paradigm of play too much and suchlike that still remain. I'm fairly confident that this is a nice way to handle the problem. I just think that it needs careful tuning to be up to the standards of usual GURPS rules and that this requires fairly extensive playtesting as well as research of any and all real world benchmarks we can find.
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07-11-2013, 11:46 AM | #42 |
Join Date: Nov 2011
Location: Seattle, WA
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Re: 4E's hit point philosophy
I'm solidly in Andrew Hackard's camp here, regarding playability versus simulationism being design choices and what not, but I also completely understand the desire for things to make sense. I guess I could claim I don't quite understand the roleplaying necessity of working out Age of Sail ship battles, but that's a lie--I've done plenty of starship fights in game where the results mattered and it's no different on the oceans.
My question is actually: don't the Alternate GURPS Pyramid issues directly address some of these concerns? And isn't that what Pyramid is for? I agree it's a bit odd for pi++ to represent everything from a musket ball up to a massive battleship gun, but it would be more trouble than it's worth to start differentiating those (at least to me, and evidently Andrew). But, isn't it precisely true that Pulver, at least, tried to help us out with some of the ALternate GURPS articles? I recall the one with the reduced wounding for larger SMs and the increased HP. "Extreme Damage" from Pyramid #3/34 is the one. Does this help enough? He even specifically cites the problems with two 74 gun ships-of-the-line! What if you used both the IT idea AND the square root of weight for HP of unliving things? (Random questions: where are the stats for Age of Sail ships in GURPS? I can't seem to locate them!)
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07-11-2013, 12:18 PM | #43 | |
Join Date: Jan 2006
Location: Central Europe
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Re: 4E's hit point philosophy
Apoc, there are some in GURPS (4e) Fantasy. There may be some more in LT.
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07-11-2013, 12:26 PM | #44 |
Join Date: Nov 2011
Location: Seattle, WA
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Re: 4E's hit point philosophy
Thanks! I knew I saw them somewhere!
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07-11-2013, 12:27 PM | #45 | |
Join Date: Jul 2008
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Re: 4E's hit point philosophy
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Low Tech has a brig and a small sloop. I haven't actually seen any discussion of them.
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07-11-2013, 01:10 PM | #46 | |
Join Date: Dec 2007
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Re: 4E's hit point philosophy
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07-11-2013, 06:19 PM | #47 | |
Join Date: Aug 2004
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Re: 4E's hit point philosophy
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Icelander mentions flintlock musket damage of 4d+2 pi++. By comparison, what would be ballpark damage stats for cannons on a ship like the 98-gun ship of the line that you mention? And again, ballpark DR and HP of the ship itself? "Get out your books and look it up" would be an understandable answer. : ) I ask only because I'd like to be sure I'm looking at the same sort of examples you are.
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07-11-2013, 06:52 PM | #48 | |
Join Date: Mar 2006
Location: Iceland*
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Re: 4E's hit point philosophy
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GURPS stats a small frigate with DR 6 and HP 268†. Nothing heavier has been statted, but using the same system as these stats were derived with would yield DR 8 or so*, maybe up to DR 10-12 for the largest examples if a GURPS author feels like breaking with precedent and allowing ship DR to count, but for previously statted ships, DR goes up very slowly with ship size for some unknown reason. It would have HP from 300-500†, depending on size. *Which is not enough, just like DR 6 is generally not enough for the frigate.
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Za uspiekh nashevo beznadiozhnovo diela! Last edited by Icelander; 07-11-2013 at 06:56 PM. |
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07-11-2013, 07:59 PM | #49 |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: 4E's hit point philosophy
I like the extended pi chart; the 24lb cannon is pi+6 and the 42lb pi+8.
Then SM is a penalty to pi. With Injury Tolerance Unliving, that would put the musket at pi-5, 24lb pi- and 42lb pi+. If all three average 16 damage, you get injury 2, 8** and 24** - a lot more believable than all doing 32 Injury:D I hadn't seen the idea about ignoring Injuries < 10% HP. Sounds nice but then the 268HP Frigate* would be able to ignore the 24lb and more than half the 42lb hits... Or would that be more realistic? Perhaps injury<5%? *is that the revised (square root) figure? Edit: due to brain hiccups I forgot the *5 to damage (surreal). But I've a ballpark revised HP value: 1600... With Icelanders suggested DR24 it should be 40 and 120 HP. I think I prefer the modified DR vs ignore <10% injury if using modified HP. One way or Another
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes Last edited by jacobmuller; 07-12-2013 at 01:10 AM. |
07-11-2013, 08:33 PM | #50 | |
Join Date: Mar 2006
Location: Iceland*
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Re: 4E's hit point philosophy
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Note that cannon damage is more than 16 HPs, so even if you were using a rule which allowed for ignoring hits of less than 10%, the frigate wouldn't ignore hits from them. If we coupled a system like this with giving warships DR in line with the actual thickness of their hulls, it could go a long way toward fixing things without introducing too much extra comlexity. Ships of the line ought to have DR 24-30, with frigates at least having DR 12.
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