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#1 |
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Join Date: Nov 2012
Location: Australia WA
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It would be easy to do honestly. Just change all instances of a thrust attack to dealing 2 damage less than what is printed (assuming you keep with the 10 ST = 1d formula).
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#2 |
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Join Date: Jun 2007
Location: Southern New Hampshire
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My big problem with the Thr/Sw system is that the damage progression isn't a pattern that can be defined with one mathematical equation. ST below 10 has its own thing, and once you get to a certain point the damage only changes at multiples of 5, and then at another point it's a different pattern at multiples of 10...
It's super confusing. But I do like having a distinction between Thrust and Swing. I like that a swing weapon at normal ST levels is going to do a fair amount more than a thrust weapon. It makes sense to me that if I swing a baseball bat as an attack, I'm going to do far more damage than if I thrust it. I don't think just having one damage progression and then saying thrust equals that progression -2 will work... it's not enough of a difference at high ST, and it'll mean there's no good reason to bother with a swung weapon for high damage when a thrusting weapon will do almost as much and might have other benefits that a swung weapon wouldn't have. I like that there are considerations to make. This is of enough interest to me, that I'm going to spend some time at work trying to figure out what I would do (and might implement in my current campaign). I'll post the results if you're interested. |
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#3 | ||
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Quote:
Quote:
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#4 |
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Join Date: Jul 2008
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Thrust vs. Swing as an attack type matters for unarmed parries (Basic Set) and for fighting in confined spaces (Underground Adventures). I think you need to be using a thrust attack to hold back a charging enemy too (Martial Arts?)
None of which requires keeping Sw/Thr in the damage codes. But distinguishing which sort of movement an attack mode involves does matter for a few things.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#5 |
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Join Date: Jun 2007
Location: Southern New Hampshire
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#6 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Yeah, but there are workarounds. Small creatures are not actually incapable of hurting people.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#7 |
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Join Date: Oct 2007
Location: Kentucky, USA
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Part of that issue is the 1 HP level of granularity. Dozens of 0.25 HP bites would be very scary, but awkward to model.
__________________
GURPS Fanzine The Path of Cunning is worth a read. |
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#8 |
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Join Date: Feb 2005
Location: Berkeley, CA
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The damage mechanism in KYOS is fairly improbable for any ST outside of the range of maybe 5-20.
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#9 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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I think it can work, but you have to rework the bonuses for Weapon Master/Karate-Boxing-Brawling/Hooves/etc. from +1/+2 per die to +1/+2 period. What is your experience with it?
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#10 |
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Join Date: Feb 2005
Location: Berkeley, CA
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A ST of 70 can pick up a battleship (BL 10,000 tons) and cannot scratch its paint with an attack (Thrust 15d+2). At the other end of things, a rat with a ST of -10 has a Thrust damage of 1d-22, or 1d-12/10 if you use the rule of 10s.
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| Tags |
| alternate gurps, combat, damage, knowing your own strength, pyramid 3/83 |
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