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#71 |
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Join Date: Mar 2008
Location: Dallas, TX
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To sever a limb you need to inflict double the damage necessary to cripple it (Note that injury beyond that needed to cripple is lost). So your 10HP character would have a crippled leg, and would have lost 6 HP. A blow of at least 12 points of damage would be necessary to cut the leg off, but the victim would still only lost 6 HP.
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#72 | |
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Join Date: Jun 2010
Location: Kiev, Ukraine
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Quote:
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#73 |
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Join Date: Jun 2010
Location: Kiev, Ukraine
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#74 |
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Join Date: Mar 2008
Location: Dallas, TX
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#75 | |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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1-2: The shield arm/hand is hit 3-6: The other arm/hand is hit That translates "twice as hard to hit" over to a 1d roll, and should be relatively easy to use in play.
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Reverend Pee Kitty of the Order Malkavian-Dobbsian (Twitter) (LJ) MyGURPS: My house rules and GURPS resources.
#SJGamesLive: I answered questions about GURPS After the End and more! {Watch Video} - {Read Transcript} |
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#76 |
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Join Date: Oct 2005
Location: Göttingen, Germany
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Just to get it straight (not quite sure about it, yet):
First, it seems there is consensus, that an uncalled "default attack" is against the torso... But is it right, that striking and/or shooting at a random hit location is by RAW also just a "normal target option" with no penalty at all? And how many of you play it that way? (so far, normally I use that only for "wild strikes" or something like that) What do you think of giving a generic penalty of -1 (?) to random attacks? (mainly to avoid giving away free headshots etc. "for nothing" and also to represent a slightly higher chance of missing, due to the unprecise, chaotic nature of the attack) Especially when the fighters aren't wearing any armor, I don't like the idea of players just being lucky and regularly hitting at critical locations for free. Also, the other way around, I think it would be very unpleasant for the players if all mooks would constantly attack them like that. |
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#77 | |
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Experimental Subject
Join Date: Jan 2005
Location: saarbrücken, germany
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Like a mail order mogwai...but nerdier - Nymdok understanding is a three-edged sword
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#78 |
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Join Date: Feb 2006
Location: Trondheim, Norway
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I usually use random hit locations for attacks that can reasonably be said to be 'unaimed'; rapid fire gunshots (particularly by untrained shooters), covering fire, flying shrapnel, ricochets, etc. In some cases I use it when grappled fighters are trying to strike eachother, as a random way of determining what parts of the enemy's body the grappled man can reach - just to make combat a bit more interesting.
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"You talk to God, you're religious. God talks to you, you're psychotic". - Greg House, MD. |
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#79 |
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Join Date: Sep 2004
Location: Canada
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I don't see a point in penalizing an attack further for the use of random hit locations. With different damage types interacting with different DRs and wounding in different ways over each hit location, there is significant strategic value in actually calling your hit location. Random hit location may get you a high value target by accident, but generally it's going to get you a sub-optimal combination for the targets DR and your damage type, unless you're using a crushing weapon - at which point the throat and skull are prime (but hard to hit randomly) and everything else basically sucks equally :D
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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#80 |
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Join Date: Apr 2005
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Less "unprecise, chaotic," more "whatever presents itself," I would think.
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| Tags |
| combat, hit locations |
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