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#9 |
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Join Date: Dec 2012
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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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| Tags |
| gurps 4th, realism |
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