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#11 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Burnsville, MN
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Oh, sure! If I were starting from scratch, I'd use a formula like the one online for determining the speed of a golf-club head to figure out how the lever arm and weight distribution multiplies the impact energy for any given weapon. for now, is all I have to go with are the canonical values found in the rules, so I go with that.
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#12 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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We should lobby for a version like that so the 5th edition will have that(even though it will be only around 2030+).
Last edited by gilbertocarlos; 01-02-2013 at 02:28 AM. |
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#13 |
Join Date: May 2009
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I you write it they will come.
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Maxwell Kensington "Snotkins" Von Smacksalot III |
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#14 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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#15 |
Join Date: Oct 2010
Location: earth....I think.
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#16 |
Join Date: Jul 2012
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#17 |
Join Date: Jan 2006
Location: Ottawa, Canada
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Myself I use +8 ST gives +1d, or rather each +2 ST gives +1 to damage, which I covert at +1 = +1, +2 = +2, +3 = +1d-1, and +4 = +1d. (Actually, each +1 ST gives +0.5 damage, which may affect the damage of some weapons that also have fractional damage bonuses...)
I don't distinguish between thrust or swing by ST, because I use completely different (and overly complicated) rules to determine the velocity of the weapon, determine damage as if it were a collision, which determines the weapon's base damage. Then add the bonus to the damage based on ST (as defined above, with ST 10 being +0) to represent "powering through the impact." Is it realistic.. not sure. But it gives results I like, that are close enough to GURPS RAW (at the ST 8 to 12 range, anyway), and allows me to unify the throwing, collision, falling, and damage rules all into one single rule. And yes, my rules are complicated...I wouldn't use them myself if I didn't have them in a spreadsheet or Map Tools macros. ;) Last edited by Kallatari; 01-02-2013 at 02:04 PM. |
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#18 |
Join Date: Sep 2004
Location: Here .
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Using [Str x {1+(Weapon Damage/3)}]/10 DouglasCole suggests however throws the system wildly out of kilter when weapons with large material and magic bonuses and/or rescaled for size modifyer {Low Tech Companion 2 page 20-21} are available as the damage can readily end up exceeding R.A.W. .
Example 1: Str 12 with a Great Sword [Very Fine , +3 Puissance] Raw > Swing = Str 1d+2 +3 {weapon} +2 {quality} +3 {magic} = 1d+10 = 4d-1 DouglasCole > Swing [Str 12 x {1+(3+2+3=8/3)}]/10 = 4.4d = 4d+1 Example 2: Str 20 SM1 giant with giant SM1 pollaxe Raw > Swing = Str 3d+2 +6{weapon} = 3d+8 = 5d+1 DouglasCole > Swing = [Str 20 x {1+(6/3)}]/10 = 6d This gets much worse with giant magic weapons of quality . I suggest using instead the weapon stats {incl quality and magic etc} times 3 as + Str then divide by 10 {Swing} or 20 {Thrust} . In those above examples the Str 12 Great Sword does [12+({3+2+3}x3)]/10 = 3.6d = 3d+2 and the Giant with SM1 Pollaxe [20+(6x3)]/10 = 3.8d = 4d-1 . This is also easier maths for those with an aversion to such {or a phobia vs calculators ;p} .
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#19 | |
Join Date: Dec 2012
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I like your idea of ((weapon bonus * 3) + ST)/10 (or 20 for thrusting) and will definitely take that under consideration. |
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#20 |
Join Date: Aug 2004
Location: Salinas, CA
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FWIW, I'd vote against it, unless you're talking about a completely redesigned system, different from the ground up, so that increased realism doesn't mean increased difficulty in actually playing.
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- Bob GMing GURPS 4e, Shadowrun 5e, M&M 2e |
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Tags |
damage rules, melee, muscle powered weapon, striking st |
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