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Old 12-01-2021, 02:59 PM   #1
Kallatari
 
Join Date: Jan 2006
Location: Ottawa, Canada
Default Re: Vehicle hit points

Quote:
Originally Posted by Anthony View Post
That's pretty much what I did with expanded wound size modifiers.
Quote:
Originally Posted by DemiBenson View Post
Oh nice! Yeah, that’s what I was suggesting.
Correct me if I'm wrong, but does that article not basically say for every +1/-1 in SM difference between the attacker and the target (assuming the attacker's weapons are designed/scaled for his size), you divide or multiply injury - or in other words, apply an additional wounding modifier - along a 6-step log scale of the Range/Speed Table of 1.5, 2, 3, 5, 7, 10, etc.? Wouldn't that be an easier way to define it instead of trying to rate weapons as pi+6 or cut-5?

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.
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Old 12-01-2021, 03:13 PM   #2
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Vehicle hit points

That article has a couple parenthetical remarks about 'special rules for cannons', with no referent I can locate. What's that talking about?
Quote:
Originally Posted by Kallatari View Post
Correct me if I'm wrong, but does that article not basically say for every +1/-1 in SM difference between the attacker and the target (assuming the attacker's weapons are designed/scaled for his size), you divide or multiply injury - or in other words, apply an additional wounding modifier - along a 6-step log scale of the Range/Speed Table of 1.5, 2, 3, 5, 7, 10, etc.? Wouldn't that be an easier way to define it instead of trying to rate weapons as pi+6 or cut-5?

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.
That parenthetical assumption is being asked to do a lot of work and doesn't include the tools to do it well.

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)
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Old 12-01-2021, 04:18 PM   #3
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Vehicle hit points

Quote:
Originally Posted by Kallatari View Post
Correct me if I'm wrong, but does that article not basically say for every +1/-1 in SM difference between the attacker and the target (assuming the attacker's weapons are designed/scaled for his size), you divide or multiply injury - or in other words, apply an additional wounding modifier - along a 6-step log scale of the Range/Speed Table of 1.5, 2, 3, 5, 7, 10, etc.? Wouldn't that be an easier way to define it instead of trying to rate weapons as pi+6 or cut-5?
Then you run into the oddity of 'the exact same weapon, used by a different creature, causes different wounding'. If you want it to scale with the weapon instead of the wielder, you wind up needing to note somewhere in the weapon description the effective SM, at which point you might as well just put it in the damage.
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