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#1 | |
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Join Date: Feb 2007
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Quote:
That said, the general rule in real life is that people are fragile, and real violence and real disaster can rapidly cripple or kill you, no matter how much of a badass you are.
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HMS Overflow-For conversations off topic here. |
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#2 | |
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Join Date: Jan 2006
Location: Central Europe
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Quote:
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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#3 |
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Join Date: Feb 2005
Location: Berkeley, CA
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GURPS performance against armor is simultaneously too predictable and too unpredictable. Whether an attack penetrates a given thickness of armor plate is pretty predictable. How much armor plate is actually in front of an attack is not.
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#4 | |
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Join Date: Apr 2005
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Quote:
Realistically, unless the attack is truly massive, armor is going to turn impaling, cutting, or piercing damage into crushing damage. There's an option to do just that in one of the GURPS Low Tech books. Even more realistically, damage for various weapons should be given an averaged HP dice value with +/-10-20% above or below that. That's easily modeled by rolling 1d instead of the usual damage dice, with 1: -20%, 2: -10%, 3-4 no modifier, 5: +10%, 6: +20%. I'm not sure your average player would tolerate not being able to roll dice for damage, however! Roll to hit/dmg. is one of the oldest and most satisfying RPG mechanics there is. |
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| Tags |
| combat, damage resistance, telegraphic attack |
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