Would the peasant railgun be possible in GURPS?
Here's the peasant railgun:
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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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As for the peasant-railgun in GURPS, chained waits should have a similar effect. |
Re: Would the peasant railgun be possible in GURPS?
The railgun would propagate the staff at one mile/second, that's Move 1760. It has 12 HP. So that's a slam damage of (1760*12/100)= 211d or 6d*35. That's almost as much as the 40mm railgun in Ultra-Tech. Range is short, 700 yards (assuming no air resistance and the average peasant being 6 feet).
Now, the peasant FTL telegraph... it is well known that traveling at superluminal speeds allows you to create closed timelike curves, i.e. time travel. I think we have just figured out how to do time travel by RAW in GURPS. |
Re: Would the peasant railgun be possible in GURPS?
Player: Behold, my almighty Mach 9 peasant railgun!
GM: This isn't going to work, you know. Player: Of course it is, it's genius! Now, the first peasant uses a Ready to hand over the pole to the second, who - GM: - uses a Ready to grab and prepare it to hand over to the next one. Next round. Player: [vader-noooo.mp3] |
Re: Would the peasant railgun be possible in GURPS?
OK, here's how you really do it.
1) Take: Impaling Attack 211 (Increased Range x10 [+30%], Accessibility (Requires thousands of people) [-20%]) [1857] 2) Don't fail the roll and hit something you don't want to. |
Re: Would the peasant railgun be possible in GURPS?
Thousands of people is probably more than -20%. Otherwise I like your build.
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Re: Would the peasant railgun be possible in GURPS?
You'd have to sort the peasants into initiative order for the sequence to work. And that could change every round if you reroll initiative. Really cuts into the RoF when the peasants have to run a mile or two in between shots.
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Re: Would the peasant railgun be possible in GURPS?
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*Initially closer to 31.5, but as each calls for another roll, you have to add around another 0.5 to account for the failures within the new set of rolls. |
Re: Would the peasant railgun be possible in GURPS?
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Instead of just mostly clear - after all if it's still moving relative to you, it's not really retrieved is it? You couldn't, say, drop it to the floor as a Free Action - it'd fly off somewhere rather than land at your feet - or prepare it as a material component to cast a spell if it was going to go flying out of your hand in the next millisecond. |
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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In fact, one reason for the lack of actual military application of the peasant railgun is that field commanders learned not to rely on weapons whose operation is so sensitive to changes in the fundamental laws of metaphysics. Terrific in this campaign, useless in the next. Makes magic look tame and stable by comparison. So there's no way to rely on the weapon system when drafting your military plans. Swords, on the other hand, almost always work (as Corwin pointed out). In any edition, you can make some progress by whacking things with a sharp piece of steel. Much sounder basis for the foundation of your military might. |
Re: Would the peasant railgun be possible in GURPS?
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Rules lawyering is an old tradition, but this specific idea strikes me as specific to a particular concept of the game. |
Re: Would the peasant railgun be possible in GURPS?
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Likewise, I don't know of anyone who allowed some of those obviously abusive character builds in their games (though less obvious builds certainly slipped through), just as I don't know any GURPS GM that would allow those cheap galaxy-killing area attacks you can legally build. In each case that doesn't mean people didn't have fun coming up with the builds, even though they probably never had any intent to use them in a game. |
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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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. |
Re: Would the peasant railgun be possible in GURPS?
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Sorry, nope. It continues to ignore physics forever, because D&D has no physics. It has game rules. |
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D&D does have rules for some physics. The peasant railgun neglects to engage with them. |
Re: Would the peasant railgun be possible in GURPS?
However, the physics in Dungeons and Dragons are so limited and obtuse that they barely count as physics. The peasant railgun interacts with the physics, if I remember correctly, in such a limited way that the Dungeon Master gets to decide if it works. Realistically at an Adventurer's League table, it would never fly (the peasant railgun and the thing being thrown). Now, would it work in GURPS? That's also up to the Game Master, like in Dungeons and Dragons, because in a wacky setting, it totally could. RAW? I don't think so.
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Re: Would the peasant railgun be possible in GURPS?
Even if you allowed your peasants to pass it foward with a single held action that wouldn't give it any momentum because it didn't experience any acceleration. It would just have teleported from the back of the line to the front of the line. +
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Re: Would the peasant railgun be possible in GURPS?
In GURPS, that would be a kind of pseudo-velocity drive.
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Re: Would the peasant railgun be possible in GURPS?
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