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#11 | |
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Join Date: Nov 2012
Location: Australia WA
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#12 | |
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Join Date: Jan 2006
Location: Central Europe
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Are there any published rules which use massless HP? A game which uses them already has that extra Mass secondary statistic which I mentioned, just hidden. Edit: They were also stuck with the decision that height and weight should be zero-point features without mechanical effects. That may have brought them more customers (and more customers means more suppliments by professional game designers), but that already makes it hard to use a 'physics model' in GURPS.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature Last edited by Polydamas; 08-06-2015 at 09:20 AM. |
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#13 | |
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Join Date: Sep 2004
Location: Canada
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Guess I got my own DIV BY ZERO REDO FROM START
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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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#14 |
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Join Date: Jul 2012
Location: A crappy state called Illinois
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I think a good work around would be basic lift times 0.4 instead of ST -2. If you want even more detail figure the proper ST for your weight and use it's basic lift if diffrent.
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GURB: Ultra-Tech Reloaded Normies: Man! The government is filled with liars and thieves! Me: Well yeah, here's what they're lying about, what they're stealing from you, and who's doing it. Normies: Rolls eyes Shut up conspiracy theorist Me: >.> |
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#15 |
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Join Date: Nov 2013
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Hmmm...guys...did you even read the rules for knockback on Basic p. 378?!
As RobKamm stated on the second reply to this thread the rules not only explicitly state what happens for ST 3 or less targets but ALSO spill quite clear what happens when a target has no ST score: "(...)If the target has no ST score at all (like a wall), or is not resisting, use its HP instead.(...)" From there, you can quite easily extrapolate what happens to edge cases... The rule is completely practical, imo |
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#16 |
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Join Date: Nov 2009
Location: GMT-5
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As a simple house rule to account for encumbrance in Knockback, you could add the encumbrance penalty to ST (or HP if you are using that instead). So, for example, someone with an 11 ST that is heavily encumbered would be treated as having a 14 ST for Knockback purposes.
'Just a thought. |
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#17 |
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Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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ST is used for animate objects cabile f tryin to resist knock back and HP for inanimate object who mass is the Only issue.
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#18 |
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Join Date: Aug 2004
Location: Cincinnati, OH
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#19 |
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Join Date: Feb 2005
Location: Berkeley, CA
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The knockback rules don't have a lot of connection to reality, but it's not really possible to generate accurate knockback values if your only data points are damage and target ST/HP. On the other hand, you can generally come close enough by simply removing knockback from your games -- realistically only collisions can cause knockback, and the amount they would cause is almost totally unrelated to the damage they do and should probably be baked into the slam maneuver (a 10 HP man hitting a 10 HP man at move 10 will cause 1d damage, but after the collision both will be moving at an average of move 5, and will travel 2-3 yards before hitting the ground. A 1 hp mouse hitting a 10 hp man at move 100 will also cause 1d damage and will not cause him to move at all, except possibly as a response to pain or mess).
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#20 | ||
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Join Date: Dec 2008
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Not really true. Perhaps most personal weaponry doesn't, but many attacks designed to do knockback, often with no wounding, such as shoves, pressurized water jets, etc. should definitely do knockback and at least without rewriting how those work, need to piggyback on the knockback rules. A few other attacks should as well such as, for example, a cannonball hitting your chest (with a force field letting you survive it), but I'm primarily concerned with things like Shoves. |
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| basic, knockback |
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