Re: Would the peasant railgun be possible in GURPS?
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Re: Would the peasant railgun be possible in GURPS?
I never cared for the peasant railgun idea. Apart from feeling too 'rules-lawyerly' it also relied on ignoring real life just enough to make the game-mechanics internal logic to work, then act as if the results had meaningful impact in real life. I mean once it achieves a certain momentum its going to cause problems for handover unless you're also assuming progressively more superhuman peasants.
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Re: Would the peasant railgun be possible in GURPS?
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Never much cared for the notion of pickup games of random characters and players, though. Characters and their stories fit into the world they're designed for, not necessarily very well outside of that. Setting everything in Faerun only solves part of their problem. |
Re: Would the peasant railgun be possible in GURPS?
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I actually like the idea of TG12's "Seizing a Weapon or Object" DX-based control-point rules here, it seems like they could substitute attacks/actions for the traditional "ready" in a lot of cases and introduce uncertainty and attribute reliance to them. A possible way around quick-draw failure is if all the peasants had the 'no nuisance rolls' perk, which allows you to avoid making rolls (as long as your modified skills is 15+) A way to avoid that and soft-cap it I think would be to apply speed-based skill penalties to peasants down the line - and I think you would actually have to apply that not just to the receiver but also the passer. IE choose the "passing speed" you are processing (with some kind of limits on acceleration per person, maybe derived from basic speed) on intake/outtake and maybe use the speed/range penalty to determine a DX penalty to these DX rolls being applied to the readies? The 1188 miles per hour that Anders references in the first post would be well beyond the -30 to DX penalty on B550 and far beyond human capacity. Even passing an item 60 feet (20 yards) in a single second is going to be a -6 penalty meaning to have the modified 15 to skill for no nuisance rolls would require a base skill of 21+ This is something required of everyone in the chain - the only way for some people in the chain to take a lesser penalty (passing the item at a slower speed) would be for people elsewhere in the chain to take heavier penalties (passing the item at a faster speed) to compensate for it. The math required for that could be a little complicated... I could see maybe something margin-based here where if people earlier in the chain are doing really well (passing fastly and accurately) people later in the chain don't need to do as well - but the reverse is also true, failure margins earlier in the chain should penalize people further on, etc. This kind of feedback-chain would make a lot of sense for handing to people in adjacent hexes (as opposed to throwing to people - where you can miss by an entire hex) since inaccuracy of one teammate can be compensated for by higher DX team-mates - you put your hand slightly off but your next friend anticipates it or compensates for it. |
Re: Would the peasant railgun be possible in GURPS?
the original post have a big problem:
a ton of peasants is about 5 to 6 strong peasants, or maybe 7 small and weak ones. you may get more children peasants with a ton but never enough o power the kilometer+ railgun. |
Re: Would the peasant railgun be possible in GURPS?
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Re: Would the peasant railgun be possible in GURPS?
I thought it's about using electricity produced by bodies of peasants to power a railgun.
It's like making a sword from blood. But futuristic. |
Re: Would the peasant railgun be possible in GURPS?
My feeling hasn't changed - I don't think it works even in the D&D RAW, even without a GM call. It requires an obviously false assumption that when each person receives the item it somehow retains a large velocity relative to them, which pretty clearly violates any sensible definition of holding or catching or any similar word.
I suppose you could interpret the RAW to indicate the object accelerates and decelerates to and from greater than 2 line length/turn length number of people times in a turn, which for a sufficiently long line will destroy the projectile. That's nonsensical too but doesn't seem to violate the natural or technical meaning of any of the words in the rule. |
Re: Would the peasant railgun be possible in GURPS?
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Re: Would the peasant railgun be possible in GURPS?
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If you advance a setting a century, you're not longer playing in the same setting. Steampunk London 1880 is not going to have any of the same characters or the same feel as just regular punk London 1980. The fact that an occasional person may share a last name doesn't make this the same setting. |
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