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 05-13-2013, 04:43 PM #1 Phex   Join Date: Jan 2011 Random hit location probabilities I do not quite understand the probabilities of the random hit location table on page B552 from a simulation perspective. What puzzles me is the asymmetry of the left and right hand side. Code: ```left arm 11.6% left leg 16.6% right arm 9.7% right leg 11.5% torso+groin 36.6% (for comparison)``` Shouldnt the right arm, which is the weapon or near arm, not be more probable to hit in a fighting scenario? Similarily, why is the left leg, which should be the far leg, easier to hit than the right leg? I think I would personally prefer an equal distribution between the left and the right hand side in most cases. But when there is an asymmetry it should at least represent a typical fighting scenario with fighters facing each other with the weapon arm in front (like in these old rules). Or did I miss something here? I have already searched for this topic without success, but most likely this has been asked before.
 05-13-2013, 04:48 PM #2 sir_pudding Wielder of Smart Pants     Join Date: Aug 2004 Location: Ventura CA Re: Random hit location probabilities In many European fighting styles a typical guard stance is shield side forward.
 05-13-2013, 05:11 PM #3 RyanW ☣     Join Date: Sep 2004 Location: Southeast NC Re: Random hit location probabilities I would replace it with "leading" and "rear" rather than "left" and "right." And for balanced stances, just roll 1d, 1-3 left, 4-6 right. And -and-shield fighters, spear fighters, and most boxers normally stand with dominant hand to the rear. __________________ RyanW The goal of a mentor should be to run out of answers before the pupil runs out of questions Check out my GURPS (et al) wiki, Sweetcandle. Latest addition: Avatar style bending in Fate Core Last edited by RyanW; 05-13-2013 at 05:27 PM.
 05-13-2013, 11:00 PM #4 Grouchy Chris     Join Date: Nov 2007 Location: The City of Subdued Excitement Re: Random hit location probabilities The left side of the target is nearer to the right hand of the attacker, which is probably the one holding the weapon. I think I recall, though I can't come up with a reference right now, that archaeologists have found that remains from battle graves tend to have wounds on the left side of the body. __________________ The GURPS Wiki has 581 articles and counting! My blog, mainly about GURPS.
05-19-2013, 01:19 PM   #5
Phex

Join Date: Jan 2011
Re: Random hit location probabilities

Quote:
 Originally Posted by Grouchy Chris The left side of the target is nearer to the right hand of the attacker, which is probably the one holding the weapon. I think I recall, though I can't come up with a reference right now, that archaeologists have found that remains from battle graves tend to have wounds on the left side of the body.
That sounds very reasonable! However, hits to hands and feet have the same probability to hit the left and right side. And what about an attacker who attacks from behind, switching the role of the left and right side? Moreover, for ranged attacks this argument makes no sense at all. Therefore I wonder: is there any deeper concept behind the asymmetry of the hit location table or is it an artifact of older editions? Am I the only one who is confused with these rules?

Recollecting all those arguments I think I would rather prefer a symmetric random hit location table for generic situations. It could easily be achieved by rolling an additional 1d to determine the side for all arm or leg hits as RyanW already mentioned. For melee situations, the left side could be more probable with 1-4 instead of 1-3 or something. Then all limbs would fall under the same rules.

05-19-2013, 01:49 PM   #6
johndallman

Join Date: Oct 2010
Location: Cambridge, UK
Re: Random hit location probabilities

Quote:
 Originally Posted by Phex Therefore I wonder: is there any deeper concept behind the asymmetry of the hit location table or is it an artifact of older editions?
It's very likely to be the result of the limited number and size of the probabilities you can generate from 3d6. That's an excellent dice mechanic for dealing with probabilities of a single event, but less well-suited to selecting from a range of arbitrary possibilities.

 Tags hit location, probability

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