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#11 | |
Join Date: Sep 2014
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Last edited by the-red-scare; 11-30-2021 at 03:55 PM. |
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#12 |
Join Date: Feb 2005
Location: Berkeley, CA
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The other option is some variant on expanded wound side modifiers (my version, other people have come up with similar systems).
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#13 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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There's a workable rule for this in issue 2 of The Path of Cunning, on p. 42 in the article on aircraft combat.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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#14 | ||
Join Date: Jun 2013
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Of course, I'm also not certain exactly how such a game system would work. It's more something I'd like to see than something I'd like to come up with myself, if you take my meaning. Quote:
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GURPS Overhaul |
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#15 | |
Join Date: Sep 2014
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#16 | |
Join Date: Feb 2005
Location: Panama
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I like that, and many other details of 3ed Vehicles, but it is a lot more complicated and I can understand why most people don't want that to return. |
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#17 |
Join Date: Aug 2004
Location: Wellington, NZ
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I'm tending towards the rule from The Path of Cunning, combined with the reduction in damage for attacks vs very large targets from Keeping Large Vehicles Alive (Pyramid 3-34, Eidetic Memory) which I would also consider applying to Tight-Beam Burning attacks, treating them as if they are impaling.
Also, Spaceships gives ships about 50% more dHP than you'd expect from their mass (i.e. it moves them one step larger on the Range/Speed table, which is the progression it uses for dHP). I take that as being a reflection of compartmentalisation, etc. and am considering a similar bonus to any vehicle that has features such as good compartmentalisation, trained damage control crews, vehicle-wide automatic fire suppression, and so on. It's possible all three of these measures together swings too far the other way, and the second measure won't stop giant mecha with swords carving each other up very quickly.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#18 |
Join Date: Feb 2005
Location: Berkeley, CA
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You should avoid things that boost vehicle hit points that don't similarly boost the damage output of large weapons. The problem isn't that vehicles are too easy to kill in general, it's that they're too easy to kill with small weapons.
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#19 | |
Join Date: Apr 2013
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#20 |
Join Date: Aug 2007
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That's a matter of TL and game style. For TL4 wooden ships and blackpowder cannons vehicles are too easily destroyed and the same is true for anyone doing futuristic ship combat that they want to emulate that.
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Fred Brackin |
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the path of cunning, vehicles |
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