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#131 | ||
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Join Date: Jun 2013
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As for your particular build, yeah, at extreme RoF the general rule of "multiply damage and DR by half the number of 'pellets' within 10% of 1/2D" is problematic. Or at least, it is if using that rule - High Tech states that, when going from a single projectile to a multi-projectile load, you divide damage by the square root of the number of projectiles - so the multiplier for 300 projectiles should be around x17.3. Which, don't get me wrong, is still rather powerful, but at least in this case winds up with what is arguably a fair price - a 17d+1 (1/17) corr attack with a Range of 50 would be something like 17d+1 Corrosion Attack (Increased Range x10, 1/2D Only +15%; Armor Multiplier x10 -70%; Decreased Range x1/2 -10%) [43.25]. The fact your attack is still useful at longer range is certainly worth more than a mere [1.75], but it's not as egregious as if it were a 150d (1/150) corr attack! I will note that those rules in HT don't quite gel with the way buckshot vs slugs functions, where slugs are simply 4x the damage of buckshot - which means if we back-calculate from 16-20 gauge slugs being 4d, 12 gauge being 5d, and 10 gauge being 7d, buckshot for these should be 1.46d (7-8 projectiles, for an average divisor of 2.74; this would be 1d+2) for 16-20 gauge (+2 over RAW), 1.67d (9 projectiles, for a divisor of 3; this would round be 2d-1) for 12 gauge (+1.5 over RAW) for 12 gauge, and 1.94d (13 projectiles, for a divisor of 3.6; this would be 2d) for 10 gauge (+1 over RAW). Alternatively, instead of x4 buckshot damage, just using the rules to calculate slug damage would result in 16-20 gauge slugs dealing 2.74d (3d-1), 12 gauge slugs dealing 3.86d (4d), and 10 gauge slugs dealing 6.17d (6d+1). Quote:
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GURPS Overhaul |
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#132 |
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Join Date: Aug 2007
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That and the "no Active defenses" thing. Someone who doesn't Dodge or Parry ends up at the "stop fighting" point much sooner on average.
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Fred Brackin |
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#133 | |
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Join Date: Jan 2008
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#134 | |
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Join Date: Jul 2008
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That's edging on the space where you get the extended wounding modifier house rules. (Though those are usually more oriented towards the problems with small arms vs. cannons. Crushing damage seems to be particularly hard to frame.)
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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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#135 |
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Join Date: Jun 2013
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Well, part of the issue of large rock vs same rock broken up into many smaller rocks is that GURPS largely treats one 10 HP wound and ten 1 HP wounds very similarly (the former will typically be a Major Wound, which can incapacitate, but in terms of getting the character closer to death, the two are basically identical). Things like lwcamps' Semi Cumulative Wounding System, "Conditional Injury" (Pyramid #3/120), or the simple expedient of dividing Injury by 3 for purposes of wound accumulation (so a single hit for 20 HP Injury on a 10 HP character would call for a death check as it puts the character at -1xHP, a consciousness check at -1 to the roll for the same, and a knockdown/stun check because it's a Major Wound... but provided the character survives, they only actually lose 6 or 7 HP, depending on how you round - personally, I'd suggest just retaining fractions here, so that thirty 1 HP wounds deplete 10 HP rather than depleting 0 or 30) address that issue. But that can add complication that many groups won't find necessary.
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GURPS Overhaul Last edited by Varyon; 08-06-2023 at 03:06 PM. |
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#136 | ||
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Join Date: Nov 2011
Location: South Dakota, USA
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#137 | |
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Join Date: Jun 2013
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Granted, most players probably aren't interested in playing a character who opts to do the logical thing and stay out of danger whenever possible (or who literally cannot handle being shot at; imagine trying to play CoD if every time a bullet comes close to hitting you, there's a chance your character will flee in a random direction without you being able to control them, drop to the ground and refuse to move for several seconds, etc), so supporting such characters without mercilessly killing them off is a playstyle that needs support. I feel GURPS provides that support, but in many cases it calls for cinematic (or supernatural) traits and/or rules to be utilized.
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GURPS Overhaul |
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#138 | |
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Join Date: Jan 2008
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That's not necessarily a bad thing if you view frustrating = challenging and use enough monsters that it's still difficult to force them all to flee, and make pursuit and finishing routed foes off permanently so they cannot recover and eventually counterattack an important part of the game. But it's certainly different than the common default behavior. |
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#139 | |
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Join Date: Jul 2008
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The idea that characters can't fight effectively once below 1/3 seems a bit off to me.
It halves your move and dodge. That's bad, but how bad? Low tech (or certain kinds of super-science) you can still block and parry unimpeded. Your reduced mobility probably means you need to take a less dynamic posture, but you can stay in the fight. In gunfights, half dodge seems really bad...except realistic-style gunfighting doesn't entirely depend on dodge. If you're prone behind cover, you are leaning on making the enemy fail their attack roll more than on pulling off a dodge. So again, you may not have to drop out of the action at all, just act as a base of fire rather than maneuvering. Of course, some fights are much more dynamic - in room-to-room assault or a battle with big splash attacks that can only be dramatically leapt away from, the injured character really is mostly a liability who probably does the most good by getting out of the way so their allies don't need to worry about them. Quote:
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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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#140 |
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Join Date: Jun 2005
Location: Lawrence, KS
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Is this thread about rpgs generally, or is it just about dungeon crawls? Because in the great majority of my campaigns, I don't see what you seem to be calling "default behavior." Even when I ran an intentionally combat-focused campaign, it wasn't about that behavior; it was about duels with the smallsword, typically to first blood.
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Bill Stoddard I don't think we're in Oz any more. |
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