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Old 09-19-2012, 01:12 PM   #1
arconom
 
Join Date: Dec 2009
Default Damage Types

What is the consensus on why different damage types have different base point values rather than simply being a limitation or enhancement on the value of damage?

Edit: I do mean Innate Attacks

Last edited by arconom; 09-19-2012 at 01:21 PM. Reason: derp
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Old 09-19-2012, 01:15 PM   #2
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Default Re: Damage Types

Quote:
Originally Posted by arconom View Post
What is the consensus on why different damage types have different base point values rather than simply being a limitation or enhancement on the value of damage?
do you mean innate attacks???
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Old 09-19-2012, 01:28 PM   #3
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Default Re: Damage Types

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Originally Posted by arconom View Post
What is the consensus on why different damage types have different base point values rather than simply being a limitation or enhancement on the value of damage?
There is no "base damage type" to use, and disassociating damage type to become modifiers would make the value of enhancements and limitations not scale with the utility value of the base damage type.

It costs twice as much to make Impaling damage that bypasses all armor, or covers an area, or has a high Rate of Fire, as it would to apply the same enhancements to Crushing.
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Old 09-19-2012, 01:52 PM   #4
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Default Re: Damage Types

Thanks a lot, Bruno. Now I have to do math for the next hour (because I suck at it).
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Old 09-19-2012, 02:00 PM   #5
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Default Re: Damage Types

Basically it's just that modifiers add together. And a lot of the time, multiplying would make much sense, but GURPS doesn't like to impose that much math. By making Impaling a different base cost than, say, Crushing rather than a modifier, you make that cost difference multiply together with all your enhancements.
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