Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 06-06-2016, 01:56 PM   #10
Varyon
 
Join Date: Jun 2013
Default Re: Forehead Cuts

Quote:
Originally Posted by aesir23 View Post
They're low probability with gloves on (not to mention the Vaseline fighters rub on their faces to reduce friction.) Cuts are A LOT more common with bare-knuckles (as can be seen from the early days of UFC) but knockouts are much, much rarer.*
Low probability per hit, not per fight - but GURPS fights are often over in so few hits this rarely matters. As for the asterisked bit, with Harsh Realism for Unarmed Fighters (MA124), you risk taking damage when punching the skull, but the minimum amount of damage needed to actually harm your hand (5 damage becomes 1 HP injury to your hand) will cause 12 HP of injury to the target, which will most likely render him unconscious (it's at least a Major Wound to the Skull, for -10 to the knockdown check, which will almost certainly knock the target down and has a really good chance of knocking him out). Out of the roughly 12 or so hits (see below) needed to cause this effect, an ST 12 boxer (1d+1, assuming he has Boxing high enough for the full damage bonus) is quite likely to have incapacitated or killed his target already. There's a better chance of it happening before the battle's over if he's using Defensive Attacks (good for both a Parry bonus and reduced chance of hurting yourself), for 1d-1, but it's still not great. Even if he purposefully lowers his damage to 1d-2 (negating the chance of rolling too high and hurting himself), each hit has a 1/3 chance of doing nothing, a 1/3 chance of doing no injury but risking the bleeding, a 1/6 chance of injuring his target for 4 HP and risking the bleeding, and a 1/6 chance of injuring his target for 8 HP - a Major Wound - and risking the bleeding. Out of 12 effective hits (that is, ignoring those 1/3 that fall into the "does nothing" range, meaning around 18 actual hits), you'd have roughly 6 that did nothing but chance the bleeding, 3 that seriously wounded the target (if the target has HP 12 or lower, he's now struggling to maintain consciousness each round), and 3 that dealt major wounds, each of which would have a rather high chance of knocking the target out. Combined total of all wounds is 36 HP, dropping the target to -26 HP and (likely) 2 death checks. At this point, there's still only a 65% chance the target is bleeding into his eye.

Quote:
Originally Posted by aesir23 View Post
I like the idea that 1 in 6 of crushing attacks to the skull cause bleeding that could leak into the eyes.
Note this is meant to be with crushing weapons. A fist should be lower - I'd eyeball it as a roll of 2 or 3 on 2d (1/12, half as likely as with a weapon). Optionally, some crushing weapons might use the same check as cutting weapons - this would be appropriate for maces (but not round maces), as well as weapons with spikes that aren't long enough to justify impaling (or piercing) damage. If you let fists get the same rate as crushing weapons, you'll be more likely to see some bleeding into the eyes.

Of course, the probabilities for bleeding into the eyes are something I basically just came up with out of thin air. I've no clue how realistic they actually are.
Varyon is online now   Reply With Quote
 

Tags
combat, harsh realism


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:21 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.