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Old 11-06-2016, 09:57 AM   #1
Bicorn
 
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Default Radiation mechanics

There are two alternative mechanics for handling radiation damage in GURPS.

The Basic Set rules are quite realistic, but also very complicated and require a lot of bookkeeping.

The rules in GURPS After the End are simple and easy, but also not very evocative - they basically just treat radiation tolerance as another hit point track.

Does anyone have houserules that would give the best parts of both - relatively easy to use, but also giving reasonably believable results that are sufficiently different from the effects of regular damage?
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Old 11-06-2016, 10:26 AM   #2
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Default Re: Radiation mechanics

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Originally Posted by Bicorn View Post
There are two alternative mechanics for handling radiation damage in GURPS.
Ahem. Three.

To save you time, the rules there build on the Basic Set ones, but distinguish between short- and long-term damage effects; I don't think they're what you're after.
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Old 11-06-2016, 11:22 AM   #3
Bicorn
 
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Default Re: Radiation mechanics

To elaborate on what I am looking for - I'd need rules for a campaign where radiation is a fairly rare threat, but still deserves specific handling rather than improvised ruling.
So what'd be optimal for me would be mechanics that allow relatively quickly determining the possible short and long term consequences of a single exposure, without requiring to keep track of values that will only matter in the event of a new exposure.
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Old 11-06-2016, 12:04 PM   #4
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Default Re: Radiation mechanics

I think your answer there is "Simply don't track cumulative exposure". Yes, this will be less realistic than tracking cumulative exposure, but seems to be exactly what you want to do.
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Old 11-06-2016, 12:50 PM   #5
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Default Re: Radiation mechanics

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I think your answer there is "Simply don't track cumulative exposure". Yes, this will be less realistic than tracking cumulative exposure, but seems to be exactly what you want to do.
Probably the easiest option.
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Old 11-07-2016, 11:35 AM   #6
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Default Re: Radiation mechanics

What constitutes a single exposure?
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Old 11-07-2016, 12:00 PM   #7
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Default Re: Radiation mechanics

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What constitutes a single exposure?
Probably something like " a significant amount of radiation received in a defined time period". In many ways the time period chosen is a unit for convenient accounting but it probably should be less than 30 days as that's the time scale in which you heal the 90% of rads you're going to heal.
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Old 11-07-2016, 09:21 PM   #8
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Default Re: Radiation mechanics

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Originally Posted by Bicorn View Post
The Basic Set rules are quite realistic
Not particularly.

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Originally Posted by Bicorn View Post
Does anyone have houserules that would give the best parts of both - relatively easy to use, but also giving reasonably believable results that are sufficiently different from the effects of regular damage?
The easiest thing is to just ignore the "10% of radiation damage doesn't heal" part. Acute radiation exposure does largely reset after you heal. What's left is tracking chronic exposure, which is not usually an issue ("Well, John, your character's going to die of bone marrow cancer in 20 years. Sorry.").

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Old 11-07-2016, 10:02 PM   #9
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Default Re: Radiation mechanics

Gurps can't really do things that are less likely than 1 in 216 due to the 3d6 curve. Most medium to long term radiation risks fall under that number regardless of one's particular stance on its dangers.
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