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#51 | |
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Join Date: Sep 2011
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If you want to make melee weapons more effective at damage than firearms, that's fine. It's your game. But GURPS tries to ground itself to reality for those things where we have a pretty good grasp of how reality works. That's why things like the weights of melee weapons are what they are. Someone brought in actual melee weapons and weighed them and then used those weights in the statistics for those weapons. Where some of us have problems with your assertions is when it sounds like you're trying to say this is how reality is. I don't have a big battleaxe sitting around the house, but as an apt comparison, if you were to hand me a fully loaded 5.56mm C7 rifle and you were to pick up a still serviceable WWI 18" bayonet and you were to tell me, "Let's try to kill each other. I'm not allowed to throw the bayonet at you and you're not allowed to strike me with the rifle, only fire it. We'll start 6 feet apart." I know who's chances I'd fancy going into such a fight. I'd seriously wonder about your judgment if you did think such a proposal would be even close to a fair fight, much less lop-sided in your favour, as you've got a big, honking knife to my piddly little bullets. Granted, the big, honking knife isn't quite a big, honking axe, but the situations aren't that dissimilar in terms of outcome. |
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#52 | ||
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Join Date: Oct 2010
Location: earth....I think.
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Ignoring everything else in this thread, this would be the best solution instead of messing with the amount of damage a weapon does. Power Ups 9: Alternate Attributes, page 30, Stun Points. Quote:
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#53 |
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Join Date: Nov 2004
Location: Sydney, Australia
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That's a great option. Slightly more complex than simple additional HP, but reflective of "That Other Game" but also avoids just creating a "layer" of extra HP before you start to feel effects.
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
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#54 | |
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Join Date: Nov 2004
Location: Sydney, Australia
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I think movies have exaggerated the damage from melee weapons and lessen that of bullets.
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
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#55 | ||||
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Join Date: Aug 2022
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We've seen enough evidence of what is it now... 80 years of use of the 5.56 to have a pretty good idea of it's wounding profile and it works... but it's not been shown to be a portable deathstar obliterating all within it's path laughing at the axe, which even though it can hack people open and chop limbs off quite easily is a joke to the mighty 5.56 which causes them to pop and explode open like some water balloon! When I see that melee weapons are typically given 1d damage profiles in game and a 5.56 rifle given 5d damage profiles that's what goes on in my head. It's... pretty silly, cmon now. Quote:
The closest experiment is something like the zombie go boom channel on youtube. They have fairly plausible dummies to test various weapons against a skull. It's not great but it's something? Do you think someone's likely to shrug off an axe to the chest like known reports of people with 4-5 gunshot wounds from a 5.56 rifle shooting SS109 cartridges? If you're going for plausible I'd think shrugging off that 5.56 is more likely... Quote:
TBH I've always wondered why we horse around with 57 different wounding types? If you want the damage range to be 1d6 LIST IT AS 1D6! If you want it to penetrate armor better? Easy peasy, list it as 1d6 (2). If you don't want it to do 1d6? Well list it as 1d6-2! Why do they insist on making me flip to three separate pages trying to find the different piercing wounding profile, the burning wounding profile, the cutting wounding profile, the crushing wounding profile... Then making me do the math on those as well as the armor math every die roll instead of just listing the damage they want the weapon to do! That's why for the moment I didnt' list that .32 as 1d6 PI- I listed it as 1d6-2 and the m16 as 2d6(2). As little math as possible, everyone listed in the weapons details instead of having to jump through to completely different sections in the book trying to figure out what anything means. Clean... simple. and yeah, the penetrating power of the rifle is something you're right about and it's where I think the issues with representing it in game without making melee wounds seem like jokes has come from. I think it's better done by just giving these weapons armor divisors rather than just adding more and more and more and more and more dice to them. It's more plausible if you want realism, but it's also better gameplay too to make the weapons normal instead of portable death lasers. |
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#56 | |
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Join Date: Nov 2004
Location: Sydney, Australia
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Also, axes really can't chop limbs off easily or hack people apart simply as you suggest. And 5.56mm rounds don't explode people and no one is suggesting that, least of all GURPS which says most of the damage is blow through - you can only take a certain amount of damage to any given part of the body from a single round. It may or may not be fatal. Nothing silly about it. You're making claims that simply aren't supported in the rules about how damage works and then complaining about the rules...
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
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#57 | |||||
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Join Date: Jul 2008
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It occurs to me that you might not. Sorry if I've overlooked it, but if you're new to GURPS it is easy to not take into account just how little being at negative HP necessarily matters. Quote:
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Also, if you axe someone in the skull in GURPS, that's going to take them down with pretty high confidence. (Though probably with a good chance of not being dead if you don't use bleeding or other optional advanced wounding rules. Because GURPS has a lot of 'down but not dead'.) Quote:
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If you're not using hit locations and only care about damaging humans, it's fair to say you're not getting a lot of benefit.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 07-28-2023 at 04:35 PM. |
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#58 | |
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Join Date: Jul 2008
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5d6 pi damage averages 17.5 injury to a living target at a neutral hit location. This puts our 10 HP victim at close to but most likely above -10 HP. They do not even need to make a death check, the shot literally cannot kill them unless it rolls 20+ damage (which is about a 30% chance on 5d). They do take a major wound, so they have to make a check for stunning, and they are below 0 HP so they need to make a check against falling unconscious each turn if they're taking action. I may be sliding some of the exact details - do they need an immediate consciousness check - but that's the picture here! For them to be certainly dead, they'd need to take 60 damage, which is around 17d. For them to be just shredded meat, the threshold is actually 110 damage.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 07-28-2023 at 05:05 PM. |
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#59 | |
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Join Date: Aug 2022
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Ok... please explain to me *WHY* you would list the weapon as 5d6 damage if it's not capable of doing 5d6 damage to the player because of blow through? How many charts and tables do I need open, how many calculators do I need to to the letter of the rules simulate a gunfight in the game? |
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#60 | |
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Join Date: Jul 2008
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Personally I'd want to, but we clearly have very different interests in rules usage. Which GURPS supports! I've been assuming you're not using optional rules as much as I can manage, though making reference to them.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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| Tags |
| combat, defending, tactics, vtm |
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