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#1 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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One of the places that could use a re-work would be 1/2D ranges, which used to be a weird combo of effective range and actual loss in velocity in 3e and previous, and when the Acc stopped dropping at 1/2D range in 4e (good rule change!) the 1/2D should have been recalibrated to represent an actual 1/2D range. I've got a formula for it that works well for supersonic projectiles, not so well for subsonic. But guns and armor are right where they need to be. For more resolution, instead of 1" = DR 70 = 20d, you might say you get (say) 40d per inch. You'd need to re-scale HP to something more, say a human norm of 20 if you wanted to keep the current wound channel modifiers (which actually can be shown to follow a pretty good logic, though not one based as much on principles as penetration). As I said before, my next project is to take the hand weapons damage and see what I can do with them.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon |
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#2 | |
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Join Date: Mar 2005
Location: Maitland, NSW, Australia
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#3 |
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Join Date: Feb 2005
Location: Berkeley, CA
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A significant part of the problem is the ST damage tables, which are informed by two contradictory desires: a desire to have ST 10 = 1d, and a desire to make every +1 ST significant. That simply doesn't work, because to make every point of ST matter you need 1d per 4 ST, and thus ST 10 should be 2d+2...
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#4 |
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Join Date: Jun 2011
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If you wanted to have sw = thr + 2 (approximately) and still have every point of ST matter you could offset the tables one step. This would make sw = thr + 2 half the time and thr + 1 or thr + 3 half the time, depending on in which direction you do the offset.
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#5 | |
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☣
Join Date: Sep 2004
Location: Southeast NC
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If radically redesigning the system (to an extent that won't happen until Hasbro owns SJG*), you could double all damage and HP scores. That would make it simple to have +1 ST = +1 Damage. * There you go. Try to sleep tonight.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#6 |
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"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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At least on the "1 pt of ST gets you 1 pt of damage" front you could always just take the suggestion that Striking ST is overpriced, leave it at [5/lvl], and tweak it so that each point of ST gives you +1 thrust and cap all realistic stats at 15. Leaving +/- 30% as the variation, that gives a max Lifting ST of 19.5, which seems about right. Simply note that Striking ST in excess of 15 is generally not realistic.
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#7 | |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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#8 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Or you could do away with linear damage and make damage be a Damage check vs a Toughness check, where ST-based weapons have a damage check of ST+X.
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#9 | |
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Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Luke |
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#10 |
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Join Date: Apr 2008
Location: Århus, Denmark
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That could work. Because it seems that the somewhat moderate damage of 2d+2 for a 9mmP is easily matched or exceeded by a beefy fighter with an axe. Sure, that fighter is well above average in many fantasy games. But ST13 is not unrealistic for a dedicated fighting man, that's 2d-1. Give him an Axe for sw+2 and have him make a Commítted, Strong attack - and there you have 2d+2.
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Playing GURPS since '90, is now fluent in 4th ed as well. |
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| Tags |
| edge protection, low-tech |
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