|
|
|
|
|
#1 | |
|
Join Date: Feb 2005
Location: Berkeley, CA
|
Quote:
|
|
|
|
|
|
|
#2 | |
|
Join Date: Aug 2007
Location: Boston, Hub of the Universe!
|
Quote:
__________________
Demi Benson |
|
|
|
|
|
|
#3 |
|
Join Date: Apr 2005
|
I believe that Kromm had a reasonably elegant solution to the problem of large targets getting quickly destroyed by small missiles. It was in his "10 Things He'd Fix" article, but I can't remember where or when it was published.
|
|
|
|
|
|
#4 |
|
Join Date: Jun 2013
|
The article is "Ten for Ten," from Pyramid #3/70. The preview, unfortunately, doesn't include the rule in question, so I'll have to wait until I get home to my personal computer to check it (or wait for someone else to find and mention it, at least).
__________________
GURPS Overhaul |
|
|
|
|
|
#5 | |
|
Join Date: Jan 2006
Location: Ottawa, Canada
|
Quote:
Since most of GURPS is geared for the human scale (SM+0), does that then not translate into - on most occasions other than when using vehicular weapons - a target of SM +1 divides injury by /1.5, SM +2 by /2, SM +3 by /3, SM +4 by /5, etc. That makes it an easy "rule of thumb" to apply for most gaming situations with human-sized PC. Last edited by Kallatari; 12-01-2021 at 03:03 PM. |
|
|
|
|
|
|
#6 | |
|
Join Date: Jul 2008
|
That article has a couple parenthetical remarks about 'special rules for cannons', with no referent I can locate. What's that talking about?
Quote:
Consider that human-scale weapons under RAW range from pi- (which is more like pi-2 by numbers) to pi++/imp. Your suggestion doesn't provide any infrastructure for that variation, let alone for applying that range of variation at other scales. (Plus that variation is already quite inadequate - human-scale weapons include things like 40mm grenades and 80+mm LAWs)
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
|
|
|
|
|
#7 | |
|
Join Date: Feb 2005
Location: Berkeley, CA
|
Quote:
|
|
|
|
|
|
|
#8 | |
|
Join Date: Jun 2013
|
Quote:
For cut... a sharp edge is a sharp edge. Size is more an issue of the length of the cutting edge - it may be too short to reach anything important, or long enough to be able to cut the target in half, but judging that is... a bit difficult. The only solution I could think of was to just not have cr and cut have any scaling, always being x1 and x1.5, respectively... but that just feels off. Able to check it now, the part of the article that references vehicles being unduly susceptible to small arms fire is under Damage Reduction (referring to the Injury Tolerance of the same name), and he just notes that the trait "contains the seeds of solutions to many problems (e.g., making it harder to destroy huge vehicles and buildings using small arms)."
__________________
GURPS Overhaul |
|
|
|
|
|
|
#9 |
|
Join Date: Feb 2005
Location: Berkeley, CA
|
Unfortunately, the real answer is that the exact same armor thickness has different protective value against cr and cut depending on the size of the wearer (and also the GURPS dr model is in general not very applicable to cr and cut, because unlike piercing an impaling, the protection from armor is not "stops everything until you get through it and then stops nothing", it continues to absorb a fraction of damage as the wound gets larger).
Last edited by Anthony; 12-01-2021 at 06:32 PM. |
|
|
|
|
|
#10 | |
|
Join Date: Jul 2008
|
Quote:
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
|
|
|
![]() |
| Tags |
| the path of cunning, vehicles |
|
|