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Old 09-28-2010, 07:13 AM   #1
Ze'Manel Cunha
 
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Default Re: Pectorals

Quote:
Originally Posted by Lupo View Post
Let's put the subject in another way. If you were the author, how would you model a "Pectoral" for GURPS, assuming it can't be too complex, and it has to be somewhat useful in actual play?
I would use the existing rules which say 2/6 coverage adds a -1 to bypass.

It's Dan's insertion of the "chinks in armor at -8" model to bypass, where it clearly doesn't belong, and which I consider an unplayable match for normal GURPS rules, that insertion is I was objecting to.


...and I said I was going to drop the subject since you guys thought I was overdoing it, so I need to just drop this.
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Old 09-28-2010, 07:23 AM   #2
DanHoward
 
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Default Re: Pectorals

Quote:
Originally Posted by Ze'Manel Cunha View Post
I would use the existing rules which say 2/6 coverage adds a -1 to bypass.

It's Dan's insertion of the "chinks in armor at -8" model to bypass, where it clearly doesn't belong, and which I consider an unplayable match for normal GURPS rules, that insertion is I was objecting to.
OK this is the last time I write anything in this thread. We have created an abstract piece of armour that, by definition, covers an abstract hit location called Vitals. It is smaller and cheaper than armour that covers the entire Torso. I don't give a crap what you want to call it or whether armour of this kind is historically accurate or even physically possible. THERE IS NO PARTIAL COVERAGE. It covers this location entirely. If you want to target the vitals then you have to go through the armour. If you want to bypass the armour then use the chinks in armour rules just like every other piece of armour that completely covers a hit location. It is a perfectly playable "match for normal GURPS rules".

Last edited by DanHoward; 09-28-2010 at 07:43 AM.
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Old 09-28-2010, 08:11 PM   #3
DouglasCole
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Default Re: Pectorals

Maybe RPK or Kromm can chime in, but I'm pretty sure they'll back up the following three suggestions:

"The Vitals" in GURPS is "that which you attack at at -3 penalty to get a x3 damage multiplier,"

and

"The Vitals" can be rationalized as 'bits deep in the body, like the heart, lungs, liver, kidneys, and certain major blood vessels.'

and

"The Vitals" game-mechanical definition supersedes the fluffy rationalization bit from number two.
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Old 09-29-2010, 02:01 AM   #4
Flyndaran
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Default Re: Pectorals

I'll accept that rationale, but it is VERY counter-intuitive to me.
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Old 09-29-2010, 02:02 AM   #5
sir_pudding
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Default Re: Pectorals

All I know is that this thread has confused the heck out of me. I'm looking forward to reading the actual rules even more now, just so that my head will stop exploding.
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Old 09-29-2010, 02:33 AM   #6
Phoenix_Dragon
 
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Default Re: Pectorals

Quote:
Originally Posted by Ze'Manel Cunha View Post
I would use the existing rules which say 2/6 coverage adds a -1 to bypass.
You would do this to attack the vitals in location 10 or 11.

Quote:
It's Dan's insertion of the "chinks in armor at -8" model to bypass, where it clearly doesn't belong, and which I consider an unplayable match for normal GURPS rules, that insertion is I was objecting to.
And you would do this if you insisted on attacking the vitals in location 9, for some odd reason. (Though actually, I think the total location penalty would be a total of -10, as for targeting the chinks in armor for other locations)

At least, that's how I'm reading this.
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Old 09-29-2010, 06:07 AM   #7
gilbertocarlos
 
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Default Re: Pectorals

Couldn't simply be made an excuse that because of the Ribcage, to hit vitals in area 10 will be more difficult, let's say -6, and because you couldn't see, go down to -8.

Or you could make a new area:
Lungs -5 to hit
Treat as vitals for all purpose, but have DR 2 of the ribcage, useful when you opponent have the upper torso protected.
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