Survivable Guns Realism
The Survivable Guns article is clearly written to make guns, well, survivable and it mentions being for cinematic campaigns. On the other hand it also questions the lethality of GURPS firearms.
So what do you think about Survivable Guns from a realism perspective? |
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Personally I think the standard rules in combination with HT over penetration rules for torsos are fine. (although there is the question about damage mods and max damage) Which ultimately makes a single round no where vital* pretty survivable in the long term, but multiple rounds will take you out** pretty quick. As will bleeding if left untreated from less powerful rounds or very dangerous from large powerful rounds even with first aid. Were you hit makes more difference than what your hit with (within a certain range obviously). But in RL how your body reacts to being hit is also a major factor, and in GURPS that's a matter of HT rolls to stay upright, concious and alive. People survive getting shot all the time, but people also don't. Which I admit isn't much of an answer, but I think GURPS RAW does a pretty good job of giving this range of results with a healthy gloss of verisimilitude. *in a broader sense than RAW but obliviously including vitals. **take out not necessarily meaning instantly dead, but can often lead to being dead pretty quick. |
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I have found hightech (And generally TL9 guns) are pretty survivable. Had a dog survive a bunch of shots last night taking 3d6+1 pi+ gunfire.
I think it becomes cinematic where you take a bullet and just shrug like nothing happened. |
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Damage rolls weren't all that high, recoil makes a lot of bullets miss, the ones that hit dropped it down to -4xHP and it was still up and kicking. To quote my players "DIE DOG DIE!" It ended up failing HT roll to remain conscious, but nobody outright killed it. And 3d6+1 pi+ is a pretty big gun. Point being, with even a little body armor, bullets become nothing. It's easy enough to get 8 DR against bullets, which turns gunshots to piddily damage in a firefight, but getting riddled with them sucks. Not sure I like the idea myself that bullets aren't scary to players. Anytime someone might go "I'll just take the shot" something is wrong. To quote a source book from GURPS, "Best defense against gunfire is not being in the way of the bullet." That's just my feeling on the matter. |
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I've had good success with adding an armor divisor and halving gun damage (including pistols), at least if you're using hit locations and some form of bleeding. Random hit locations make gun combat a lot more survivable, and halving damage prevents even pistols from almost always crippling limbs. But even 1d to the vitals still almost always results in people falling over when hit there and rapidly bleeding to death, barring 1st world EMTs and hospitals nearby.
Anyway, I like that getting shot is more immediately survivable, unless you get hit somewhere important, but still does pretty severe damage and tends to make you bleed a whole bunch. Tends to fit my sense of reality better. Oh, I also use armor as dice, so you will pretty much have to crit and get lucky trying to shoot through body armor that is rated to stop your weapon, as opposed to just rolling high on damage. |
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Realistically, weapons have:
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It's such a simple change that almost fixes so many complaints - including those about the implausible effectiveness of low tech missiles if you extend it to arrows and sling bullets - that I don't know why it isn't a more popular rule. |
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Ah, my mistake. Missed malloyd suggesting applying it to everything. Yeah, I wouldn't use it for anything that wasn't a small high speed penetrator like a bullet. |
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Personally I'd do that separately - just give modern armors a split DR - rather than complicate bullets like that - if only to avoid the nasty issue of how are you going to decide what's a "low tech armor" against which they get a bonus. |
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I dunno, I guess I can see it. I just think it's kind of an edge case and I don't know if I'd tweak with rules to fix something that probably comes up fairly rarely in play. |
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If you use bleeding the most a rifle bullet to the torso will be 1xHP damage (i.e putting you at 0 HP), and if you don't use bleeding the max is 2xHP (i.e putting you at -1xHP). The benefit of this is it puts an upper cap on damage but keeps the variation of effects by round types below that (7.62 will almost always hit the limit, a 9mm much less often). In fact given HP caps on Limbs, the only places you don't get capped damage is the vitals, neck, face and skull and most some of those have their own multipliers as well. I think this has a much greater effect on the effects of gun shot wounds (especially the higher damage ones, but x3 and x4 location multipliers certainly increases the effect of small rounds as well) than the actually dice rolled. It's the higher damage rounds that are most effected by the halving as well. |
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One thing with high tech armour it tends to cover less locations, and is less designed to cover chicks that might be targeted in melee than Plate so going for unarmoured locations in melee at TL8 might be more viable than say vs TL4 plate. If nothing else high quality melee weapons become much cheaper and more available at Higher TLs so that DR5 vs imp is less effective in general at TL8 against TL8 melee weapons than it would be in TL4 against TL4 Melee weapons. As you say it's all pretty fringe though, but I think a high quality fire axe with its pick end will make a nasty hole in a DR5 assault vest and the chap wearing it. |
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However, by the time you've gotten to pickaxe range, a modern military unit will have sent an awful lot of ballistic lead in your direction, and possibly a few artillery strikes as well. Modern infantry isn't about one-on-one badassery; it's all about the team. Individual humans are nasty; collective humans are spectacularly lethal. |
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In military terms even the few uses of actually melee weapons recently probably still don't involve melee weapons against armour. I'm thinking WW2 and Korea had a few organised uses of melee weapons, but little armour. Vietnam had more close range engagement and so use of melee weapons was probably more likely, but again little armour. (tunnel fighting being a possible example) Bayonet charges are still occasionally used, but again recent examples (the oft quoted chaps in the Falklands and Afghanistan) are probably using them against chaps with no armour. Oddly I think you probably more likely to see it in policing, were engagement ranges are rather less, police are less reliant on artillery, and facing rather more eclectically equipped opponents. If nothing else there's a reason why riot police still use shields, helmets and horseback, their fights are potentially more old school! |
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There is the problem that Gurps probably underestimates the average number of hits from fragmentation weapons. Still if fragmentation becomes P then vests can have their full DR v. P only. |
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But that's 3 rounds in the torso, that seems OK to me. there are lots of variables here, do you use random locations? That might mean a unlucky hit in the head, but it more likely to mean hits to the limbs that will cap each wound at 6HPs (but will cripple each one). The over penetration cap limits larger rounds more than smaller ones. Which helps here. Quote:
and even then 3x 1d6 Pi+ is 3x4 = 12 points damage against an un-armoured target. Don't get me wrong it will end the fight once he fails a HT roll to stay upright but only if you get all three. Half damage on a 9mm is 1d6+1 Pi so 4.5 pts that's going to take 3 rounds to the torso before there's risk of dropping from dropping from shock. It will take 7 before there's even a risk of dying from anything other than medium term bleeding (7 seems a lot to me) Only a roll of 5-6 will cripple a ST10 limb (weirdly a .45 will need to roll a 6 to do so because it loses the Pi+ mod) the .45 at 1d6 Pi+ will do on average 5pts per round (once you half basic you get odd rounding issues). going smaller and James Bond's in trouble*, his Walther PPK is doing (2d-1)/2 Pi- so that's an average of 1pt per round, you could empty an entire clip and only get a ST10 target to less than 1/3 hp if you hit with every bullet. Obviously you hoping for vitals hit on a 1 in 6 here. But even then you could take a round to the heart and still be in positive HP. Going larger it become pretty irrelevant as the location limit kicks in anyway a 7.62 at 7d is 21pts but that's capped at 10 on a ST10 torso (if your using bleeding). If you halve it it's 10.5 which again is capped at 10 on the same torso. If you don't apply the torso cap, its still 10 pts of damage. Against the vitals it will make a difference in theory (21x3 = 63, 10.5x3 = 31.5), but in reality that's the difference between automatically dead and making multiple stay alive rolls. Don't get me wrong that's a difference in terms of long term prognosis but in terms of staying in the fight not really (you're rolling at HT-2 every sec to stay concious, better hope they take prisoners). Ultimately because you're halving stuff you'll get odd results I think with anything involving multipliers. TBH if your main concern is crippling limbs with pistol rounds, maybe apply a limb damage mod Pi wounds of x0.5 when determining if the limb's crippled. That way a 9mm doing 2d+2 Pi vs. a ST10 arm will need to roll a 10+ (10+2)*1*0.5 = 6 to cripple it A .45 doing 2d Pi+ will need to roll 8+ (8)*1.5*0.5 = 6, but a 5.56mm doing 4d+2 10+ (10+2)*1*0.5 = 6 if you use the halving rule on this 5.56mm you'd need to roll 5+ (5+1) to cripple which would be the same You point about vitals and skull hits also gets odd with this rule A .45 to the skull will be doing 1d (avg 3.5) -DR1 = 2.5 = 10pts so it will take 2 .45 rounds to the brain before dying is an immediate concern? *although one could argue he should use a bigger round of course! |
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(Maybe a top-tier hostage-rescue type who, for some reason, is not using a longarm?) |
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Tom, I'm not going to dig through a 20 paragraph post to find your point.
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Basically, I think that pistol fights should end with a lot of holes poked in people that are bleeding heavily, but no automatic incapacitation or death unless you manage to hit the vitals or brain. This tends to be borne out by real world shooting statistics, IME. And halving damage for firearms while giving them an armor divisor is an easy and simple way to achieve that. |
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But to summerise: 1). Not sure getting crippled by a shot to the arm is wrong 2). Not sure getting shot three times in the torso isn't a reasonable risk of death, but it's still not the 'lots of lucky rolls' you cite (there are as ever lots of variables) 3). Things like random hit locations will make a big difference to what your citing. 4). Halving the basic damage gets you weird results in many cases. 5). The penetration cap give the same results as halving damage in many cases without the weird results. 6). If you really don't like crippled limbs from Pi wounds, change how Pi wounds cripple limbs. Simple's |
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Going at 3x9 Rof is what +4 to hit and at Rcl1 you'll get more hits but you'll need a lot or a lucky hit to a vital. Sorry to pick out one thing, but I have a bad habit of writing long posts ;-) |
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Of course, halving damage doesn't really address this problem (I assume the blowthrough caps are still the same). Quote:
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Also it's not actually all that automatic Take the .45 against a ST10 Arm it need to roll a 6+ now that less than an average roll but its not an automatic roll (28% of it not happening) the 9mm is more a certainty though. Quote:
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If nothing else it will restrict auto crippling, but I like your HT roll idea as well |
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I know of a case where a SWAT guy died from a single hit from a .25 ACP. It went through the arm hole in his tac vest and dropped him in no more than a second. You need the Vitals hit and a decent damage roll just to get the possibility of a failed Consciousness Roll. Skull hits can be even worse for P- guns because of the Skull's DR2 (which probably shouldn't apply to anything but Cr damage type). I know P- hits to the brain are sometimes survivable but there are a lot of people who have been killed by them too. So no halving for small caliber guns. It really looks like it's only full power 7D rifles and maybe 5D carbines that see really excessive wounding and we have a modified blowthrough rule in HT to cover them. |
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[QUOTE=Crakkerjakk;1764437, .22 LR have a history of bouncing off (well, ricocheting off of and then messily blowing out the back of the scalp) people's skulls.[/QUOTE]
_Sometimes_. They also have a history of killing people stone cold dead with a bullet to the brain sometimes. |
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Anyway, I'll admit that you start to lose some edge cases with this system with very small rounds with not much powder, but it's pretty rare that I see these used in my games. It fixes actual problems I've seen in my games for the vast majority of weapon types actually used, and it's still pretty close for the smaller weapons, so meh. |
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Though for more realistic results, we should probably have hits that fail to penetrate the skull instead count as face hits, so the person will still take 1-2 points of damage. |
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There are lots of fights with modern weaponry in my secret-agents campaign (see .sig). What keeps the PCs alive is:
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I've imposed a random hit location ruling unless you take a turn to aim. Does this seem like bad practice?
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I've been trying to research the matter, and it seems that most people aim while shooting in 1 second windows, which is contrary to GURPS methodology. When people are doing accurate gunshots, whether moving or otherwise, they are following the aim maneuver's ruling of steps, getting scope bonuses, and using two hands to brace pistols, but they tend to be firing every second with at most 2 seconds.
However, I do notice they take time for the initial aiming, but the attack doesn't lose aim once it's established. So to summarize my thoughts, I feel like Aim bonus should just be sticky until you do something other than an aimed attack. Though I do notice they try to keep from firing too many bullets for recoil to mess up their aim. And mostly I meant (On my previous post) automatic torso hits. I feel like "I shoot the torso" automatically constantly without taking action to focus on the torso is kinda lucky from what I'm watching. That being said, I am not a firearms expert, just trying to figure out what feels right for this campaign I'm running. |
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If I were to do something similar, I'd keep the mechanics as similar as possible. Probably something like this: When figuring out damage, figure out the 'Accumulated Damage' and the 'Single Strike Damage' separately. Single Strike Damage does the normal things it can do - cripple limbs, cause a major wound, kill, etc, all based on the normal limits. Accumulated Damage can kill or do anything else accumulated wounds do - but rather than just subtracting Single Strike Damage from Accumulated Damage one-by-one, accumulated wounds take (One Fifth of the lesser of Current Accumulated Damage and Single Strike Damage) + (Greater of Current Accumulated Damage and Single Strike Damage). Round down at the 'one fifth' stage (or maybe round up; not sure which). Example: A man with 14 HP is walking down the street when he is shot for 2d pi damage. This does 7 HP of injury, giving him 7 HP of accumulated wounds. This isn't yet a Major Wound. He is then shot again, this time by an SMG. He is hit four times for 3d pi- damage each. These do 8, 4, 5, and 3 damage. The 8 injury wound is a Major Wound, and his new accumulated total is 8 + 7/5 + 5/5 + 4/5 + 3/5, rounding down at each division stage to get a wound total of 8+1+1=10. (Alternatively, round up at the division stages to get 8+2+1+1+1=13). He's not quite at negative HP even though he's taken wounds of 7, 8, 4, 5, and 3 injury. There's no need to keep track of individual wounds in this system, just the running total. It works in all other ways like normal wounding. |
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One thing I wanted to add regarding the effects of three rounds to the torso point.
We've been dealing with strict average expectations, average damage, average stats. In such an instance three 9mm rounds to the torso will automatically kill (miss a Death roll by 3+) a ST10, HT10 target 25.9% of the time. It will put them at mortal status (missing a death roll by 1 or 2) 24.1% of the time, and not put them in danger of immediate death 50% of the time (making the roll). Obviously bleeding complicates that, and its not going to take too long to lose another 3hps and trigger another death roll when rolling bleeding at -5 on 60 second intervals. Now obviously there will be cases of people shot three time in the torso with 9mm and making it. Some of that will be variation in damage rolls, but there's a big variable to consider the stats in question. Now as a filthy stats normaliser I'm not going to play that card particularly hard, but the way GURPs works a point of two on those stats makes a massive difference same set up but with ST11 and HT11 27 pts is still a over -1xhp so its death roll but this time it's: Automatic kill 16.2% Mortal 21.3% Makes the roll 62.5% and it doubles the bleeding time until the next death roll same set up but with ST12 and HT12 27 pts is still a over -1xhp so its death roll but this time it's: Automatic kill 9.3% Mortal 16.7% Makes the roll 74.7% and it triple the bleeding time until the next death roll So while I'm not going to claim everyone who survived 3 rounds to the torso is ST/HT12 (and I don't need to ST/HT10 can do it) a higher then average stat will help a lot. Leaving aside RL for the moment, for those who are thinking 3x 9mm round is too lethal RAW, how often are the PCs closer to ST/HT 12 than ST/HT10? And of course going the other way using the halving method it will take on average 6x 9mm round to the torso (or 2x to the heart) to risk a death save on a ST/HT12 target and it will be: Automatic kill 9.3% Mortal 16.7% Makes the roll 74.7% Quote:
But I agree I dislike anything that's automatic. However even the halving damage will still pretty much automatically get a crippling result with rifle calibre rounds. So TBH if part of the justification of this is to reduce crippled limbs form rifle rounds it's not a very good one, and I think solutions to specific problems are better off being specific to the problem themselves. |
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I don't even necessarily mind Pi- having hard time crippling limbs, you can have accumulated wounds and crippling joints and extremities is a lower threshold. |
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One thing occurs to me. It seems to me that part of the issue that halving damage seems to be about is how quickly you are incapacitated.
I dislike messing with the damage because you get odd results, but how about messing with the thresholds, since it's these that actually knock you unconscious or kill you? You could have say HT+2 to stay concious at 0 hp, and you only test once every HT seconds. You'd still fall over eventually and relatively quickly but it won't be as brutal as it is now. As usual each multiple of HP lost will penalise the HT roll by -1. I think if you imposed the partial wounds rules and negative effects from MA* it would work well here. You'll stay up right for long enough for the negative effects of the your wounds to impair you! Too lenient? don't give the +2 bonus to HT, just change the cycle. Dying to quick? don't make it -1xHP, -2xHP, -3xHP, -4xHP for death rolls, make it -2xHP and -4xHP for death rolls (you still die with no roll at -5xHP). Ultimately the numbers rolled don't change but at what point bad things happen does. Oh and you'd to use the bleeding rules It would seem a simpler and cleaner way of getting the desired results? *you'd need one for the head, I'd suggest the same as the Torso but the penalty on DX applies to IQ as well! |
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Tomsdad, I'm talking about people like Curtis Jackson (aka 50 Cent) who get shot nine times (and he wasn't big till after he recovered from this, it was a consequence of his physical therapy) with a 9mm and survived. A guy in NC was shot 20 times with a .22 and stayed conscious the entire time.
Basically, statistics I've seen is gunshots are survivable 95% of the time if you can get someone to the hospital with their heart still beating. Generally, people hit in the vitals or head don't manage to get to the hospital. But roughly 80% of your torso is filled with stuff that isn't "vitals." |
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do you have an actual list of where the nine bullets hit him? The point I made about random locations would seem to hold? Quote:
I can't find that story (he obviously not as famous as .50 cent) but remember if he's wearing biker leathers that will stop a large chunk of that damage Also it probably doesn't need to be said but these are news stories, news stories tend to be about exceptional things not everyday things. If there are more case files that read 'man shot dead' than these stories are they proven wrong, or just proven anecdotal rather than statistically significant. Basically extreme stuff does happen, but so do critical successes and ones on damage rolls Quote:
Run the numbers on GURPS for a 9mm wound in various locations, I'm pretty sure you'd get a pretty close to a 95% survival rate for those who make it to hospital with a beating heart. More importantly I'm pretty sure they have a pretty good chance of getting there as well. Also once in hospital they're being treated, your point seems to be more about the rules for emergency aid wound treatment in GURPS? Quote:
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While I'll agree there's stuff that can take a bullet and not put you in immediate danger, there is only so much of that, there is also a accumulative effect of wounds on the system. Its complicated of course but its basically not good to get shot in the torso, but yes some places in the torso are worse than others to get shot in. |
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My problem is by halving damage its not just turning 55 into 27, the last wounds rule will negate any hits to any limb as well. so say its 4.5 damage per wound and 10HP we have 1x torso = 4.5 wound 1x face = 4.5 wound at this point he's less than 1/3 HP 1x hand = 3 wound will count as it cripples 1x arm = 4.5 wound won't count doesn't cripple 1x left leg = 4.5 wound won't doesn't cripple 2x right leg = 2x 4.5 wounds neither will count doesn't cripple Total damage take in regards to conciousness checks and death saves = 12 Now if you use accumulated wounds those last two leg wounds will sum to 6 and count because together they cripple but it still leaves you at 18 The extraordinary becomes common place and that's my issue with this fix. When you base an assumptions of what's likely on extraordinary examples not only do extraordinary results become to likely, but average results become unlikely. EDIT: also its not 55 it would be 1x torso = 9 wound 1x face = 9 wound (given this one popped a cheek and hurt his tongue I'm guessing it was low roll) 1x hand = 3 wound 1x arm = 6 wound 1x left leg = 6 wound 2x right leg = 2x 6 wounds but only one will count as damage over doesn't count so a total of 39 don't get me wrong quite a total still but not 55. Also as to him being ST/HT10 and regarding Crakkerjack's point about him only getting big after the event. Well he did compete in boxing at the junior olympics prior to this event, he's evidently approx 6'. So while I wouldn't claim ST/HT14 or anything daft, I don't think a point or two over teh human average is that unlikely Quote:
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A really detailed hit location system for bullets would face the problem that cutting weapons could strike three or four hit locations at once, and more detailed penetration models tend to involve more complicated math eg. square roots. I have not seen a solution which works well for both muscle-powered weapons and bullets, is more realistic in penetration or wounding, and requires no more math and no more rolls. |
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Does a remarkable event sound like one we should be basing our expectations of likely outcome on? Amazing things happen, people have survived falling out of planes, and being hit by buses at 70mph does that make GURPS falling and crashing rules too harsh? More over he was shot roughly 20 times now I don't know what that means, or how many bullets hit him but let's say its 20. Now given that he was hit all over I'think it reasonable to assume random locations here. So lets see how that shakes out on 20 hits. Torso (chest and abdomen) = 35.5% of total chances so that's 7 hits Legs, arms, hand and feet (i.e extremities) = 56.9% 11 hits Now he didn't get hit on the face, neck or head (6.5%) so lets make that 8 to the torso and 12 to the rest. Now by RAW that's what 2pt hits 8 to the torso will be 16 total damage. He obviously lucked out and didn't roll and 1's to see if vitals were hit, that would seem to match the report! And by final wounds none of the extremities will count (unless you use accumulated wounds and he get 3 in one location). So to me the truly remarkable thing when compared to RAW is that he stayed concious. But again if the issue with RAW is how quickly to fall over then again solve that problem, a specific solution to specific problem will be better than general solution to a specific problem. Now if you apply the halving damage those wounds becomes 1pt and he's dropped to less than 1/3HP (enough to mean the extremities don't count) but he's actually in no danger of falling unconscious which doesn't seem to fit the the story of him try to do that. And the thing is not only does RAW seem to handle multiple hits from small (pi-) rounds well, the halving effect solution has less effect (in terms of total damage not received and thus reaching the thresholds where things possibly happen). Obviously if a couple of those torso rounds had hit a vital then it might well have been a different story, but that's true for both systems as well. Quote:
I understand your position you don't need to repeat it, but if you could address my responses to your earlier supporting points even if it's "that bit is wrong TD because ........" Quote:
EDIT: OK look I know you don't like long posts, but the thing is what you asserting has lot's of repercussions and factors, repercussions and factors worth expanding on if they are to be discussed. If you want to discuss this I'm happy to. But I will bring up what I think are relevant points and detail them, but you don't owe me anything here, so if you don't want to discuss it that's fine too. |
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Oh and what did anyone think about reducing my suggestions regarding the threasholds?
(I may start a new thread on that) |
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On Mr. Vaughan: Average damage from a typical .22 rifle is 5.5, for average injury of 2.75, not 2. So, the presumed 8 head/torso shots (he was hit at least once in the Face, in the right cheek) would have resulted in an average of 22 injury. We also "know" that one of the shots to the legs - and as it was the first hit, Last Wounds wouldn't apply - was a Major Wound (we'll assume Vaughan had HP 10), as it crippled his leg, so that means 6 injury (a critical hit, as otherwise a .22 can't cripple a leg, regardless of if you're halving damage or not) on top of his torso wounds. Even with rather low rolls on the torso hits, he's nearly guaranteed to get into the realm of a death check. However, from the article, the doctor doesn't seem surprised he survived getting shot in the specific locations he was hit, but is instead surprised he didn't get shot anywhere important (Vitals, Arteries/Veins, etc).
Interestingly, that 80% figure (of places you can get hit and not die) from the article roughly corresponds to a roll of 1 on 1d6. |
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If you feel strongly otherwise, go nuts. Everyone can run their own game however they see fit. What I'm saying is that for me, so long as you're using hit locations and bleeding, halving firearm damage and giving them AD (2) results in more believable outcomes. Especially paired with Armor as Dice. I strongly prefer a single blanket change to a bunch of exception based changes as it puts a lot less burden on limited player memory to keep track of. |
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You getting defensive about and not addressing the point doesn't help either. Oh ant not paying attestation? I mentioned it in the very section you just quoted. Quote:
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If you don't want to discuss this with proper comparisons that's fine, but if you can't defend your assertions don't make them. (or at least don't expect them to be taken at face value when they can be so easily refuted by 'weeds'). You always make this snide little asides about by long rambling posts as this that some how removes them from the conversation, it doesn't it just means you haven't answered the points in them. And mate what I summarised the points earlier you still didn't respond to them, so you don't address them when I summarise, you don't address them when I explain them, there's pattern here and it's not mine And yes I write long posts, but that's because I feel it's polite to back up what I'm saying, not just assert and run. Now you might feel this is a bad thing, or one you shouldn't have to address. Quote:
And on top of that you yourself have said you used the random locations rules so I assume you use them if you had this happen at your table! Quote:
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You want a blanket change to make multiple gun shots more survival in you games. That's fine no one here i gainsaying that, what I'm arguing against is you saying I want that because it's realistic. Because well it hasn't been shown to be in this specific instance, and because blanket changes tends not to be realistic in general. However that said the thresholds solution would seem to do that, and be simple. One last thing just to make the point about how extreme the examples your using to support your assertion of what should be an average result for GURPS The average number of gun shots for pistols: Although a higher percentage of pistol victims sustained multiple wounds (24.3% to 20% for pistol and revolver victims, respectively), the average number of wounds for pistol victims (1.44) was actually lower than that for revolver victims (1.50). I'd guess its more for FA weapons but those stat are harder to get for obvious reasons. So no sorry .50 cent getting it 7x or you chap getting hit 20x is just not that relevant to the point your making beyond it being theoretically possible to achieve in the system (and it is). You run the figures for having a 80% survival rate on 1.5 pistol calibre GSW's once in ER. |
Re: Survivable Guns Realism
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Again I'll ask the same question. This is an exceptional case do you agree? As an exceptional case should be be using as the basis of average results? Rather should it be seen as what it actually is, an exceptional case that demonstrates what is possible but not likely? This is the definition of exceptional, not a likely result. If so all GURPS RAW need to do in order to be realistic is to have it possible outcome (not likely, not on average, but just possible). There are several ways GURPS RAW can do this, Low rolls on damage (especially on the important hits) Not hitting Vitals (as apparently happened in this case) Victim making his death rolls, This is why you don't use anecdotes to extrapolate wider results, but even more importantly is why you don't use 'Made the news because explicitly because it was exceptional' anecdotes to extrapolate expected results from. People have survived falling out of planes. They made the news about it, they show up 'you'd never believe it could happen articles' much like the cited one here about this chap surviving 20 shots. But does that mean we should recalibrate GURPS falling damage to mean the average result is to survive falling out of planes? Quote:
“How you can get that many bullets in the chest, the groin, the abdomen and extremities and not have a lethal injury is pretty remarkable,” That just means they are amazed he didn't suffer a lethal injury (ie. he didn't die). I agree that the lack of hits to the vitals is big factor here and they also mention he was lucky in that regards, but it's not he only one. Quote:
That's not the same as saying getting hit 20x but not in the vitals means on average you'll live. Again it's the same problem again of using an exceptional case to drive what should be a reasonable expectation. TBH I think the fact the the average number of GSW seems to be much lower than 20 (as per the link I gave above is 1.5 for pistols) is much more important factor here. And 1.5 pistol calibre GSWs are much more survivable in GURPS (unless they hit the vitals of course) especially if you use the random locations. So in summary if someone is saying I got shot 20x and died in the session last night, bah GURPS is unrealistic. (and if they aren't saying that that why are they throwing this exceptional case around) I'd say no getting shot 20x and living is an unrealistic expectation (although not impossible either in RL or GURPS), GURPS does fine when dealing with realistic situations such as getting shot once or twice. Incidentally that average of 1.5 also manes the earlier suggestions of SA shots that hit with every round that will mitigate the halving damage tweaks issues, ate themselves probably not that realistic. And so if you want GURPS to allow for your guns fight to involve hitting with all three rounds and people reasonably expecting survive lots of GSWs so long as they are not vital that's fine, but that's not RL it's cinematic. And that's fine too, but can we stop with the assertion that its realistic and just accept its cinematic. And oh look lets read the original article: Pyramid 3/44 pg36: "Here is a variant for campaigns that might prefer realistic equipment but more cinematic in its preferred mode of play". And oh look in the first paragraph its made clear that its an issue of rifle bullets being so damaging in that is the problem in terms of raw damage of rifle bullets. And all the revised stats given are for rifle rounds not pistols rounds. But hang I hear you say doesn't over penetration reduce the effect of such rounds on any thing other than vitals and the head, why yes, yes it does. whew! Right that all said, I will admit that GURPS RAW is overly harsh in regards to stay upright at 0hps on a second by second basis. But I've already addressed that. |
Re: Survivable Guns Realism
Right just because that was a long post (and we don't want to get lost in the weeds) I'm going to repost this since it's actually from and about the article in question:
Pyramid 3/44 pg36: "Here is a variant for campaigns that might prefer realistic equipment but more cinematic in its preferred mode of play". And oh look is the first paragraph its made clear that its an issue of rifle bullets being so damaging that is the potential problem. And accordingly all the revised stats given are for rifle rounds not pistols rounds. But hang I hear you say doesn't over penetration reduce the effect of such rounds on any thing other than vitals and the head, why yes, yes it does. (although if you do both you'll get even more survivable rifle rounds of course) |
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He pulled himself up later but again we don't know if he did with no legs at all (both being GURPS level crippled, or just ones with bullets in). Move over if you using accumulated wounds he might have ended up with crippled limbs but it would have taken more than one round to do so removing more round from the total amount of damage taken total). TBH without an actually list of what rounds went where we are having to rely on some assumptions, the trick is to make them as reasonable as possible. |
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(and yes If I'm coming across as a bit prickly in these last few posts it's because I don't find snide comments about my talking about the issues in detail a reasonable replacement for actually discussing the points raised, especially as some of the points were initially introduced by those passing snide comments). But you take my point the article was not only aimed at cinematic play (you said so as much in the OP), but aimed at rifle bullets and not Pistol calibre ones. "Guns firing relatively low velocity projectiles (under approximately 1,800’ per second) have their dice of damage unchanged. This applies to pistols, shotguns, muskets, and submachine guns, with the exception of a few oddities firing very high-velocity projectiles like the 4.6mm PDW" I'll note that the odd results of this tweak mentioned earlier tend to come in at the lower end of the spectrum of gun shots, which is precisely the area where that original article doesn't apply. So any stretching of it to cover all GSW is entirely down to those who choose to do so, and they seem to do so based on either: 1. Exceptional cases that are reported as exceptional cases being treated as average results 2. Possibly not using all the rules in RAW that already mitigate the effects of multiple wounds and GSW in general. 3. The assumption that everyone is hitting with every round fired (itself more a cinematic assumption than a realistic one) |
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I don't think anyone is actually presenting these newsworthy cases as average and It's worth noting that in context of Survivable Guns we really don't care how many shots were fired, only which ones hit. |
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It was a very good disguise if he was? Quote:
What are they illustrating, the exceptional? If so what is their relevance to to a discussion of what's a reasonable expectation of outcome in a system. As I said to be 'realistic' when portraying RL exceptional results, a system only has to have them as possible, not as probable or expected. The corollary being if the system on average doesn't give us those exceptional RL results that doesn't make it unrealistically harsh, it just means it recognises such results would be exceptional and not average Quote:
However as you say its the number of hits that matter. Which is another reason why when the average number of GSW from attacks involving semi autos and revolvers is apparently 1.5, instances of people getting shot seven or twenty times becomes even less relevant to the discussion especially when we're talking about overall RL average chances of survival of being shot. |
Re: Survivable Guns Realism
Tomsdad, your posts are occasionally painful to read due to their long-winded and rambling nature. Don't get too upset when people don't want to read all the way through them and don't respond to every single sentence.
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I don't have a problem with the points you are making. I have a problem with how you choose to make them. |
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I also notice that some manage to keep responding to the same points but not others. I also notice that this is a compliant I only ever seem to get from those disagreeing with me (and even then not many of those). Yes I write long posts, because I attempt to support what I'm saying, I'm sorry I do not see this as a bad thing. Yes I tackle several points at once, because well things are often complicated and they often interrelate, ignoring that won't lead to a very good result. I don't even get upset about it if it's pointed out, what's annoying is when it seems to be tactic to avoid the answering the point. You have to member I have many, many more internet discussion where this is apparently not a hindrance, than I do where it is. I'm not even sure why this has turned into being about me, it would seem to be a distraction. Quote:
However if you saying you can only get killed quickly by getting hit in the vitals or die from intermediate bleeding (i.e GURPS scale bleeding) that is incorrect. Quote:
In the instance of "2 lethal injuries" it is of the injuries that he received either one of these would have been enough to kill him. So its not he died twice it's even if he had received only one then he would still have died. Or put this way are you saying that an injury that killed a person but was not in one of those areas you describe as 'lethal' not a lethal injury? Similarly if got shot in what you describe as a lethal location, but didn't die, would you have received a lethal injury? i.e Lethality is the end result here. You may be thinking of complications, as in complication arising from specific things, but that tends to be a longer term issue and tends to be a secondary effect not primary one. So for example dying of infection from a gun shot wound would be a complication of that wound (the wound was not infected at the time of injury, infection is not the primary damage) bleeding tends not to be complication unless it's very long term* because it is a direct consequence of physical action of the bullet. *i.e slow bleed, classically continuing after treatment of the wounds has been completed. Now look that was a fairly long response to your point, drawing on several things. But they are related to your point and what I think is driving it. I hope this is not too rambling? Quote:
Now I also don't have a problem with someone getting shot 20x, not getting hit somewhere vital and immediately surviving, as it obviously can happen. But here's the thing it can happen in GURPS RAW as is, my issue is the complaint seems to be it doesn't happen on average. and that is a very different thing based on very different assumptions about what an exceptional incident tells us about what is a realistic average result. Remember a HT10 person making his first death roll is only instantly dead what 25% of the time. Now again quite long post but again IMO all relevant. Quote:
And yes in my reply to Sidri I also pointed the what was said in the first post I brought it up because from the way the article is being later referenced It would appear that people have forgotten what it actually says vis a vis cinematic vs. realistic and rifle vs. pistol rounds. and they are stretching it to cover all GSW is entirely down to those who choose to do so, and they seem to do so based on either: 1. Exceptional cases that are reported as exceptional cases being treated as average results 2. Possibly not using all the rules in RAW that already mitigate the effects of multiple wounds and GSW in general. 3. The assumption that everyone is hitting with every round fired (itself more a cinematic assumption than a realistic one) |
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I list it simply and you don't reply I support my points and you don't like that You then say your annoyed, and this means what you don't have to respond because you're annoyed. This is an Internet discussion on a RPG site. You never have to respond, you don't have to make up excuses. You say you don't have problem with my points, but you still don't respond to them. I can't do all the work for you here. You don't owe me anything, but I don't owe you anything either. Have the conversion or don't but if you don't want to don't lay the blame at my feet its your choice. I post about a lot of different things in a lot of different places, and yes I write long posts and try to qualify and support what I say. And yet the times this has been seen as an issue is quite frankly mainly been you. Now I'm not saying I'm always 100% crystal clear and erudite. But that's none of us. TBH I'll start to take criticism from you regarding my posting style the moment you actually make an honest attempt to discuss things. Because I'm not here to entice you to deign to discuss with me, neither is it up to me to find the magically combination of words and phrases that will unlock your secrets. My posting style may have issues, but at least i'll defend my points you seem to think just being rude and dismissive will do that for you. You don't like my posting style then fine as you say don't respond. |
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I also didn't post the bit where you put words in my mouth about the overpenetration rules. For reference, no, those don't currently fix the problem, because a 9mm going all the way through the Torso without hitting anything important is still a nearly-instantly incapacitating wound (drops HP to 0), two such events cause serious risk of death (-HP), and 6 such events will kill the target outright (-5xHP). I think lwcamp's variant - with variable blowthrough caps - does a better job, and may well eliminate the need for the Survivable Guns rules. It almost certainly does when paired with his wounding system, but all that's a good deal more complicated than "half firearm damage, give firearms AD (2)." Quote:
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