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Old 06-06-2016, 08:28 AM   #1
Cheomesh
 
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Default Re: Realistic house-rules

Generally speaking, every GURPS House rule post on my blog is made with an eye to realism. Here's everything with both GURPS and Houserule in the label: http://chainlinkandconcrete.blogspot...bel:houserules

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Old 06-06-2016, 08:45 AM   #2
ericthered
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Default Re: Realistic house-rules

I love wounding systems for gurps. I find this version to be the easiest to reference and the best thought out. While you're on that site, you may as well look at everything else the guy has. Animalia is considered particuarly useful, though its not really a realism house rule.
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Old 06-06-2016, 08:48 AM   #3
Adronio
 
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Default Re: Realistic house-rules

Hello everyone, nice to see all the replies.

I'm just going to explain why I chose to use these alternate/homebrewed rules.

First off, the lungs and heart alone take up alot of the upper part of the torso, these two organs alone is more then 1/6 of the torso, and getting shot in the upper part of torso is pretty much a death sentence if you are using any respectable caliber. However even a rifle bullet doesn't do alot of tissue damage, and most of the energi of the bullet is going to leave the body with the rest of the bullet itself, especially with high-powered rifle bullets. This means that if f you get shot somewhere non-vital, even with one of the most powerful handheld infantry weapons (excluding .50 cal) you will probably be fine. Even a lung shot is survivable, even though extremely dangerous. Of course, if you don't get medical attention you'll probably die from infection, but that's another matter entirely.

Hope that wasn't to much of a wall of text.
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Old 06-06-2016, 09:04 AM   #4
Tomsdad
 
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Default Re: Realistic house-rules

Quote:
Originally Posted by Adronio View Post
Hello everyone, nice to see all the replies.

I'm just going to explain why I chose to use these alternate/homebrewed rules.

First off, the lungs and heart alone take up alot of the upper part of the torso, these two organs alone is more then 1/6 of the torso, and getting shot in the upper part of torso is pretty much a death sentence if you are using any respectable caliber. However even a rifle bullet doesn't do alot of tissue damage, and most of the energi of the bullet is going to leave the body with the rest of the bullet itself, especially with high-powered rifle bullets. This means that if f you get shot somewhere non-vital, even with one of the most powerful handheld infantry weapons (excluding .50 cal) you will probably be fine. Even a lung shot is survivable, even though extremely dangerous. Of course, if you don't get medical attention you'll probably die from infection, but that's another matter entirely.

Hope that wasn't to much of a wall of text.
Don't forget bleeding out will also be a problem if the hole's big enough, even if the hole isn't somewhere critical.

But then the over penetration rules will give you that even with the half damage tweak.

a 12.7mm is normally 6dx2 pi+ so (6d pi+ with the tweak)

the initial damage might be capped by over penetration, but an average wound will still bleed as if it was 31 points, so -6

Last edited by Tomsdad; 06-10-2016 at 06:41 AM.
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Old 06-09-2016, 07:12 PM   #5
exdeath
 
Join Date: Dec 2012
Default Re: Realistic house-rules

I am thinking about testing those alternate rules:

Every time you receive damage or someone tries to heal you, you must update your time to die that will continue the same unless you roll a smaller number.
Checking if you will die is only made when time ends, if you survive you wont have more death checks until something damage you.
Amount of time until you check if you will die or not is:
( (3d6 * (HP/ damage)) * 200) +1 minutes


The roll you must do to see if you wont die is:
(hp / damage) *10

When you receive damage:
If the weapon damage before multiplier is not higher than DR (PS: DR after armor divisor do its job) the actual, damage is:
(weapon damage / 1.3) rounded down

If the weapon damage (before multiplier) is higher than DR (PS: DR after armor divisor do its job) but [weapon damage (before multiplier) - dr (PS: DR after armor divisor do its job) ] is less than dr (PS: DR after armor divisor do its job) , damage is:
Actual damage done to the thing divided by 1.5


Shock Rules
Every time you receive a damage check to see if you will enter shock and stop fighting:
(HP / (current received damage + (damage before the hit divided by 15)))

With the previous dice roll check if you will enter shock and pass out:

(HP / (current received damage + (damage before the hit divided by 1.25))) * 12

Last edited by exdeath; 06-09-2016 at 07:37 PM.
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Old 06-10-2016, 03:25 PM   #6
Varyon
 
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Default Re: Realistic house-rules

Quote:
Originally Posted by exdeath View Post
Every time you receive damage or someone tries to heal you, you must update your time to die that will continue the same unless you roll a smaller number.
Checking if you will die is only made when time ends, if you survive you wont have more death checks until something damage you.
Amount of time until you check if you will die or not is:
( (3d6 * (HP/ damage)) * 200) +1 minutes
Is "damage" the injury of that one attack, or total injury the character has sustained up to this point? The note on healing implies you use total injury. Note this means a character who has suffered a total of 10xHP in injury is guaranteed to stay alive for the next hour (minimum roll - 3 - gives 61 minutes), and on average will stay alive for the next 3.5 hours (average roll - 10.5 - gives 211 minutes). Are you certain this is what you want?

Quote:
Originally Posted by exdeath View Post
The roll you must do to see if you wont die is:
(hp / damage) *10
Does "damage" here refer to total accumulated injury or just the injury of the worst wound you've suffered? Also, is there no room for HT to help keep you alive here?

Quote:
Originally Posted by exdeath View Post
If the weapon damage before multiplier is not higher than DR (PS: DR after armor divisor do its job) the actual, damage is:
(weapon damage / 1.3) rounded down
The multiplier doesn't apply until after you've actually penetrated the target's DR, so in the above case injury will be 0 under default GURPS rules. Is your intention that characters should risk death when struck by attacks that don't actually cause wounds, or are you making DR only serve to reduce, not negate, damage?
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Old 06-12-2016, 07:52 PM   #7
exdeath
 
Join Date: Dec 2012
Default Re: Realistic house-rules

Quote:
Originally Posted by Varyon View Post
Quote:
Originally Posted by exdeath View Post
I am thinking about testing those alternate rules:

Every time you receive damage or someone tries to heal you, you must update your time to die that will continue the same unless you roll a smaller number.
Checking if you will die is only made when time ends, if you survive you wont have more death checks until something damage you.
Amount of time until you check if you will die or not is:
( (3d6 * (HP/ damage)) * 200) +1 minutes
Is "damage" the injury of that one attack, or total injury the character has sustained up to this point? The note on healing implies you use total injury. Note this means a character who has suffered a total of 10xHP in injury is guaranteed to stay alive for the next hour (minimum roll - 3 - gives 61 minutes), and on average will stay alive for the next 3.5 hours (average roll - 10.5 - gives 211 minutes). Are you certain this is what you want?
Damage means here the total damage the character received up to this point (excluding the ones he healed).
"Are you certain this is what you want?"
Now I am looking at it and its not what I want, the problem is that GURPS use a non linear dice. And I based my math on that.
I will need to change the rules.

Quote:
Originally Posted by Varyon View Post
Quote:
Originally Posted by exdeath View Post
The roll you must do to see if you wont die is:
(hp / damage) *10
Does "damage" here refer to total accumulated injury or just the injury of the worst wound you've suffered? Also, is there no room for HT to help keep you alive here?
Damage here also means here the total damage the character received up to this point (excluding the ones he healed).
Also your HP stat helps you to keep you alive.

Quote:
Originally Posted by Varyon View Post
Quote:
Originally Posted by exdeath View Post
If the weapon damage before multiplier is not higher than DR (PS: DR after armor divisor do its job) the actual, damage is:
(weapon damage / 1.3) rounded down
The multiplier doesn't apply until after you've actually penetrated the target's DR, so in the above case injury will be 0 under default GURPS rules. Is your intention that characters should risk death when struck by attacks that don't actually cause wounds, or are you making DR only serve to reduce, not negate, damage?
Weapon damage means the damage of the weapon not the injury you received.
So, if your DR is 20, the enemy weapon does 3d damage and he rolls a 13, the damage you will receive is 13 / 1.3, so you receive 10 points.

The point of this is that the character was not penetrated, but he received blunt trauma.


Most of the complexity of my rules, comes from the fact that in gurps, penetration and damage are the same stat not different ones (the fact that the dice is not linear helps too), if I find a way to split them, I will probably simplify my rules.

Last edited by exdeath; 06-13-2016 at 08:07 AM.
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Old 06-10-2016, 02:30 PM   #8
safisher
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Default Re: Realistic house-rules

Quote:
Originally Posted by Cheomesh View Post
Generally speaking, every GURPS House rule post on my blog is made with an eye to realism. Here's everything with both GURPS and Houserule in the label: http://chainlinkandconcrete.blogspot...bel:houserules

M.
I like some of these, although they are a bit finicky. One note, on the PASGT, is that the v50 standard was about 2d fragment. That's a 7 average roll, by the numbers. I dropped the DR just a bit because 7 was a little higher, give that it's not designed to stop damage at the higher caliber pistol level. YMMV.
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