| ravenfish |
09-06-2023 12:09 PM |
Re: Low Tech cannons mortars and shells
Quote:
Originally Posted by Polydamas
(Post 2500861)
Since you know exactly how many projectiles are released, you would want to look at the actual chances of a standing human getting hit at various ranges from the point at which the projectile starts to disperse, and chose the effective skill (and range modifiers) accordingly. If one part of the GURPS rules is too simplified or unrealistic for you, its rarely a good idea to assume that a module next to it is perfect for your needs (Gell-Mann Amnesia).
We already have one person who thinks that the Fragmentation rules may be too generous for low-tech projectiles which were not scientifically designed to break into many fragments just big enough to disable.
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Of course it won't be perfect, but I would think that a simple model that produces not-obviously-crazy results is generally preferable for gaming than a more accurate model with lots of finicky details and lookup tables.
EDIT: As I understand it, if the fragmentation rules are too generous for low-tech explosive projectiles, it's simply because said projectiles produced fewer fragments than the ones GURPS is used to modeling. It should be simple enough to resolve this by reducing the base chance of a fragment hit (i.e., the effective "skill" rolled against), without needing to completely rewrite things.
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