Re: 4E's hit point philosophy
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Also, why would the NPCs, assuming that they are not stupid, perform anything close to real-world naval tactics? Clearly, in the world of GURPS, those don't work. You can't sail close to the enemy in order to use your guns, because you'll be sunk on the way there. Having NPCs in eggshells trying to act like those are warships with sides that light cannonballs bounce off, just because that's what happens in real life, will just result in lots of dead NPCs with egg on their faces if done in GURPS. Quote:
If I resolve naval battles narratively, the ability to use GURPS rules during it is a high-point value superpower. That's not a result I want. |
Re: 4E's hit point philosophy
Were I to run an actual game set in the age of sail where the PC's are involved, they'd either have positions of command and can affect the outcome of the battle as sailing master, gunner, or captain - or even lieutenants commanding a section of gunners, I'd keep in mind the following:
If a cannon is to hit because the players are crewing it, it matters in the game I'd use (Beat to Quarters). If the players score a crit success, then their shot might hit an enemy commander, tear away a rudder, take down a section of the enemy ship's mast (or entire mast!) etc. If one player is playing a marine, and rolls a crit success on a perception roll, I might point out that he spots a man carrying a powder charge for an upper deck cannon or perhaps an officer he can take a shot at or what have you. It fits the narrative into the battle itself. |
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So with your examples, the 7dx4 dam gives an average of 98, to which you subtract DR 6 to get 92, as you did above. You then divide that value by 3, giving you only 30 points of injury to the ship instead of 92. So it would take 9 hits to possibly sink the ship (i.e., at negative HP). EDIT: As pointed out by Vierasmarius in a further post, I was wrong. Although Unliving is x1/3 for pi, for pi++ it is actually x1, so it would remain at 92 injury! Note that while this is better that your example, it's still significantly less hits than it usually took to bring a ship down. Myself, I use David Pulver's article that increases the injury divisor for larger vehicles (EDIT: Correction: it decreases the Wounding Modifier, but ultimately same effect)... well, I would if such a situation came up where it was imperative we had numbers and rolled damaged instead of using GM fiat. That said, I do have other half-baked suggestions that I haven't worked out or tested at all. 1) I wonder if the problem is not an issue about HP, but rather of what is hit. In the case of vehicles like these ships (and buildings for that matter), there's a lot of "empty space" inside of them. A cannon ball could theoretically go right through such a ship hitting nothing but the hull on either side... at which point the "damage" it does would be minimal. So, for this optional rule, what if you did something along the lines of the overpenetration rules? Say, find out the hull thickness, determine the HP that has for a give section. And that becomes the maximum damage it takes on a hit because after that the shot has gone through it. I think that's effectively the "DR" of the ship, so in the above example, that would be 6 HP. After that, the cannon is inside the ship. Multiply the maximum value by maybe 3 to represent the odd structural beam, and then coming out the other side, and you got a maximum of 18 HP damage per hit before the shot comes out the opposite side. Basically, you need a single new stat: "maximum damage per hit", and you're done. 2) Maybe a ship doesn't sink at 0 HP, but rather when it's actually destroyed (fully negative HP or below and failed a HT roll). Yes, 0 HP means "no longer functional", but does that really mean sink? Maybe it means you can't steer it, it has no power, etc. After all, cause all the damage you want to the upper decks, but if you don't put any holes to the lower hull below the water line, it just won't sink... maybe the age of sail's problem is they couldn't get the cannon balls to hit low enough with the accuracy required... 3) As a variation of the above, using rules similar to the hit locations where once a limb is out, further damage to that limb no longer causes any further injury or loss of HP. What if the "above the water surface" area was treated similarly? You can only do so much noteworthy damage to the top section, and must instead hit the actual "spine" (which includes hull below water) to take the ship down... the volley of hundreds of cannons was so that, on random hit locations, you eventually get enough hits on the spine to bring the HP to 0 and sink it. So basically... sure, you hit it and put holes in it, but only the odd lucky shot really causes noteworthy HP of damage to the "ship" (as opposed to parts of the ship) As I said, haven't developed any of the above at all, so feel free to tweak around with the numbers and such. |
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So, about 3x3 = 9 cannon balls, or about 27x3 = 81 musket balls, would do the job. Much better, as you say, though still far from the historical reports being exchanged here. Well, nothing else to add on my part, other than to say that some of your ideas sound good. You're right, a ship includes lots of empty space and/or stuff (furnishings, supplies, etc.) that aren't vital for structural purposes; perhaps another big damage divisor would be good. And, as you suggest, perhaps HP 0 could be seen as "taking in water" or otherwise very damaged, but not necessarily sinking yet. All good stuff for making results more reasonable for a given ship. (However, making the numbers work for that frigate doesn't necessarily solve any issue of scaling. Essentially, if the scaling method is unsatisfactory, that means you can massage the numbers to work nicely for the SM +6 ship or the SM +10 ship, but not for both at once...) |
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Figure out what the results *should* be and write rules to get close to that. My estimation from what I've read here and my readings of fictional naval combat (most recently David Weber, but I've read others over the years), is that:
I don't know (or care to find out) enough about the genre right now to make rules that are right. I could run an encounter using what I know now, but I'd just do fast talking and move through the boring part of the fight ("you spend a few hours praying that you and your ship survives until you can board or your laser pistol is in close enough range to pick off officers or light the sails"). BTW: all of this sounds extremely deafening, with a lot of smoke in the ship. How did officers send orders? |
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But most importantly, orders were repeated by officers in training to relay from aft to forward. A good place to put these officers was thus in the middle of the ship. Hence "mid-ship man". Midshipmen would also run orders between decks. |
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in GURPS the perk for Penetrating Voice would be useful here. |
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And as for Beam Weapons, those are almost exclusively Tight Beam Burning weapons, which is not affected at all by Unliving or Homogenous. |
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I reworked those SM-scaled pi vs modified ship HP numbers, eg if the frigate hull is treated as SM+7, and it has 1600HP, a 24lb cannon is pi+6 and a 42lb cannon is pi+8... An SM+7 Unliving target treats SM+6 as SM-3, SM+8 as SM-1. Average damage from 6d*5 is 105; with DR6 that's 30 and 70 HP Injury. The 4d+2 musket would barely manage 1HP Injury.
Even with such extreme mods, having approx 30 cannon averaging 50HP Injury per hit - if half hit, once per 1.5 minutes, that's 3 minutes to 0HP, 18 minutes to -5*HP. Perhaps I should keep it as an SM+9 target... Got to include that the SM-pi scaling system treats a pi++ bullet vs an SM+3 elephant as pi-. But the .600 Nitro Express, 5d*2 pi++, still comes out as approx 21HP Torso wound or 90HP Skull (Basic Set Elephant has 45HP...) |
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It seems to me that it's also a useful task for apprentice officers-to-be. They get to see what orders experienced officers give in various situations, and get used to telling the sailors what to do and having them do it. |
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Would some of the damage problems go away if parts of a vehicle were treated in a manner similar to limbs?
By that I mean a human's arm (or leg) can only take so much damage; extra is lost. Instead of treating a vehicle as a big hunk of HP, would it be better to view it in sections? |
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The problem with vehicles is rather simple: Vehicles are structures composed of many sections that don't especially care about what you do to the other sections unless you hit a vital bit of machinery or a load-bearing structural member. GURPS treats all of those semi-independent structures as having a single shared pool of hit points when they do no such thing. The most obvious solution to this renders it less than gameable though ... tracking injury done and the effects thereof for every hex of structure separately can be a rather large chunk of numbers to keep track of. Especially when one considers that each hex is also acting as cover for every hex 'behind' it. One can always have a computer track it, or a lot of notes!, admittedly, but the requirement for such can and will slow play down in a non-negligible manner. Ah well. |
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Limbs already are treated in some ways as separate compartments. So what about buying Extra Limb as External Shell/Hull? As an Extra Limb it can get damaged and blowthrough goes into the interior space but its not destroyed or count as additional HP damage once disabled until it gets a blow high enough to destory it. Have to work out a few other details. Other compartments can be bought as well. Bridge and many compartments could be treated as Extra head or Limbs. I think you still need the damage reduction. |
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I think its obvious why any system which depends on having detailed plans of a vehicle (or on the GM understanding shipbuilding traditions and aircraft manufacturing techniques) won't work for 99% of cases. |
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But even then I still made the mistake that the normal Wounding Modifier should have applied, as the /3 is to the injury, not penetrating damage. So it should have been x2 for pi++, then /3, for a net x2/3. With that rule, it would have been (92 x 2/3 =) 61 injury to the ship. As to Beam Weapons, this I really don't remember where that came from. Probably just a personal house rule I implemented, so can't even claim that's an official optional rule from anywhere. (But I still think it makes sense to treat it the same as bullets as they only make small holes) |
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One thing I'd consider would be simply not accumulating HP damage at all. Still track the accumulated HP damage in order to model blood loss, but otherwise completely ignore it. Only hits large enough to cripple or cause a Major Wound or worse would then 'matter'.
I'm not sure how well this option would work in play - I'm specifically worried about rapid-fire weapons, but the current rules make them more lethal than they seemingly are anyways (at least in a 'amount of damage per bullet hit' sense). |
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But yeah, that's exactly how I interpreted it: a limited IT:DR. Make more sense to me, and easier to apply quickly in game. |
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This is perfect! I hope this gets used for 5th edition, whenever that may be... The one single expansion I would suggest: For cutting/impaling (really, everything), make the weapon's WCM already scaled to give the number so it works out for SM0 and put the phrase "Cutting attacks get +1 WCM, Impaling attacks get +2." into a "Under the Hood" box on the side. |
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So perhaps that's another thing to factor in - impact shape and AD. |
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I think the mentions of non-cumulative wound systems have some merit here, although I'm more partial to semi-cumulative wound systems, like this (which I think was linked earlier in the thread).
Using that, and stealing tbone's analysis, the damage from an 18 pounder cannon results in 184 HP damage per hit (the above system doesn't give unliving targets injury tolerance against piercing, but replaces this with other advantages), which is a Major Wound (more than 50%, less than 100%). It takes 6 of those in a given hit location for a Critical Wound, and 6 of those for a Massive Wound, which is the earliest level at which an unliving target risks incapacitation. Assuming HT 10, that translates to 36 shots to the torso-equivalent hit location for a 50% chance of rendering the ship dead in the water, 72 for a 75% chance, and so on. On the other hand, the average damage from a musket is a Scratch (more than 1/16, less than 1/8). It takes 6^5=7776 musket shots for a 50% chance of incapacitating the ship, 15552 for a 75% chance, and so on. I don't know how close to reality those figures are, although I will note that the ship becomes even more capable of survival if you use the Pi scaling from earlier in the thread... although at that point it may become virtually unsinkable! If a musket is pi+2, that 18-pounder is probably, what, pi+4 or so? With an SM+7 frigate, the 18-pounder is effectively pi-3, dropping average damage to about 31 and resulting in a Minor Wound (between 1/8 and 1/4), of which you need 6^4=1296 for a 50% chance of incapacitating the ship... which just seems ridiculous. Don't even bother with the muskets - rolling maximum damage on a x4 critical hit doesn't even register. For hit locations of ships, I'd say you could probably get away with considering each mast as its own hit location (comparable to an extremity), treat the upper deck as one hit location (comparable to a limb, but likely more difficult to "cripple"), treat the middle as one hit location (torso), and treat the area near/below the waterline as another (vitals). Optionally, you could also subdivide these locations into fore/aft/port/starboard. |
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The aspect ratio thing is somewhat legit, I think, especially for short projectiles. |
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Aspect ratio may provide a separate penetration advantage, though if it does that would be a hole in your formula... I'd also suggest that making a baseline 'ball' round have a (0.5) divisor doesn't make much sense. It should just have half the damage! |
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It's not any different from any other battle with hundreds of men on a side. You wouldn't let a player insist that he gets to attack a seven hundred man company on foot with the tactical combat rules, would you? Quote:
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I see these people saying that you need a 30 foot map to play ship combat in GURPS and that therefore musketeers destroying ships are acceptable just like people who say that D&D HP and damage is wrong, but it doesn't need to be changed because if you change it, you will also need to create a medical system who encompass everything from ear cancer to the death plague.
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Frankly? GURPS VEHICLE DESIGN SYSTEM for 4e is doomed from the start if it produces 1st rate ships of the line that can be sunk by Musket Fire! It is doomed from the start if a person can't build a B24 Mitchell Bomber that has attributes similar to the real world version. It will be doomed - because, as you say, GURPS is really a melee game design that functions best for 1 second turns, 1 yard hexes. This implies of course, based on other things you've said, that GURPS doesn't really handle World War II combats where rifle ranges could be at 300 yards. Do you know how BIG a gaming table would have to be in order to play out an encounter of that magnitude? 1 Inch hexes, requires some 300 inches to game out encounters at 300 yards. That's roughly 25 feet! So, if we want a wargame simulation (how is this different than a melee simulation for a TL 2 or TL 3 combat/skirmish) we need to turn to wargames? Hmmm. That's good to know. When I want to do a World War II game, I should play Squad Leader instead right? If I want to simulate World War I aerial dog-fighting, I should get out some wargame (Dawn Patrol from TSR maybe?) instead of hoping that the Vehicle Design rules can get me the same thing using GURPS? Ah well - it is late and I should end this here. In fact? I should remove my subscription to the list, because someone I respect, wrote something whose implications are depressing to say the least, and whose intent may very well be why GURPS 4e vehicle rules became what they became. As I say to my one player in my gaming group... A implies B. The cube root of mass/weight times a constant makes larger vehicles subsequently more vulnerable and more fragile. To what end? If it is gameability or playability - then so be it. LIke you say, I should use miniature rules I respect more than I should play GURPS based games. |
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While I agree that GURPS tactical combat doesn't work at all scales, the issue with ships being sunk by musket fire goes beyond this. Let's say you want to run an adventure where a ship of evil pirates have taken over a port town, and it's up to the PC's to save the beleaguered citizenry. You've opted to leave the way they do this up to the players - perhaps they'll try diplomacy to convince the pirates to leave, perhaps they'll sneak on board the ship and blow up its powder storage, maybe they'll even round up the local militia for an all-out war on the pirates.
A stat-savvy player opts to round up the previously mentioned militia and has them come to the ship under the cover of night. They all aim their muskets, and you get ready for an epic confrontation - you already have plans in your head of the surprised pirates grabbing their weapons to mount a haphazard defense, during which time you imagine the PC's will be sneaking on board to dispatch the captain. Instead, the NPC's fire their weapons, you roll damage, and then gape as you realize their volley has just sunk the pirates' ship. |
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If vehicle combat requires giving every crewman a turn, then a chase through a crowd and along a highway in rush hour has the same problem. So does a heist during a party. In actual games, people ignore the unimportant NPCs and just give turns to those who are most relevant to the PCs. Similarly, if I were GM I would say "splinters fly, sails rip, and cables part but the ship sails on" rather than accept a silly outcome of a mass volley against a sailing ship. Rules which lead to implausible results and GM fiat are a problem, but not a fatal one.
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By the RAW, I think an M240G should be sufficient to sink a ship of the line. I don't think that jives with reality. Should a Boston Whaler with an M2, a couple M60s and maybe a Mk 19 be able to completely destroy a TL4 ship of the line with ease? I don't think so. |
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Spaceships might be playable...I have lost all desire to test it on that point. But as far as faithfulness, you might as well play your combats out in Attack Vector: Tactical. I don't think a functional system for GURPS-compatible large-vehicle actions is impossible, by any means! But I haven't seen it published. (Unless we count Basic Set vehicles plus a GM readily glossing over turns and dealing with mass rolls with a mix of abstractions and computational aides. Which isn't exactly published.) |
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GURPS does have some odd gaps (chase rules) as well as flaws (treatment of privilege and authority, the damage model, GURPS Magic magic). |
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I still really don't see the difference between "Lets have our 700 guys fight their 700 guys!" and "Lets have our 1st rate Ship fight their 1st rate ship." You wouldn't try to do the former with the tactical combat system, would you? |
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I don't think that a fight between one vehicle and one or a handful is the intended scale for GURPS Mass Combat, and MC doesn't really have rules for anachronistic weapons. |
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Unliving and Homgenous reduce the damage from impaling and piercing attacks.
This works similar to a limited form of IT:DR IT:DR can have Cosmic round to 0 so why not slap Cosmic on the Unliving or Homogeneous for the same effect? that I think will at least help with the Musket ball problem. Especially when combined with more IT"DR or some of the other rules proposed. |
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I checked, and Mass Combat does have rules for transported troops with the Marine trait participating in a naval battle. Quote:
I also think that the most important thing is that rules for actions at both large and small scales reasonably describe reality (whether our reality, or that of a literary genre). Sometimes the right simplifications at one scale ("damage is all-or-nothing" and "everyone in a fight has limited control over their actions" for mass combat) are the wrong ones for another (basic combat has detailed damage rules and gives each player full control over their character). |
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But that's just me :) I think to truly represent a large sailing ship you would have to take into account individual gun decks (slices of the ship, in a way) each with a separate pool of HP, the height of the decks for penetration and to determine what opposing decks can be hit, and the length of the deck - if one ship is sizably smaller than the other it won't be hit by all the guns. Once the HP pool is gone, the ship isn't destroyed but rather disabled (perhaps even have a HP/crew ratio for daring boarding actions!). |
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