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#21 |
Join Date: Feb 2005
Location: Berkeley, CA
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No, the scaling issue is not dependent on TL. If it takes three hits to destroy a SM+6 ship with a SM+6 major battery, it should also take three hits to destroy a SM+10 ship with a SM+10 major battery. It's possible 'three' is wrong in both cases, but you shouldn't wind up with a case where it takes 3 SM+6 hits to kill the SM+6 ship and 15 SM+10 hits to kill the SM+10 ship, which is what happens if you use the Path of Cunning rule.
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#22 | |
Join Date: Jun 2013
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*Looking at things purely from a gamist perspective; I'm not qualified to say which - if any - scheme would be realistic.
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GURPS Overhaul |
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#23 |
Join Date: Aug 2007
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When you're talking different TLs 3 can be right in one case and wrong in another.
I love the smooth way Spaceships has "sliding" ability with SMs but it's not a very strong choice when dealing with transformative technologies. Even when one of those technologies is "exploding shell".
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Fred Brackin |
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#24 | |
Join Date: Aug 2007
Location: Boston, Hub of the Universe!
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As an example, if you take a (human-scale) hypodermic needle and gently pierce an ant to a depth of a few mm, even the largest ant is going to die from that wound. But the same needle and same action on a human is basically nothing; and even doing so dozens of times to the human is still basically nothing (except annoying). Why? Because the hypodermic needle is too small an injury to a human, but a huge injury to an ant. Humans are SM 0, roughly 4.5-6 feet tall; even the biggest ants are 1.2-1.6 inches, so about SM-12. Ant-scale damage should be divided by a factor based on the size difference when applied to SM 0 humans. Similarly, with a car vs a human - a car is much larger than a human. Even with a hammer and full swings (two-handed, Telegraphic, AOA, etc to get past DR and do max damage), bashing a car is never going to render it “dead” unless you hit something vital because the car is much larger, and so would divide damage until the damage is too small to matter individually. You can bend the frame and make it look awful, but it will still function as a car. To really see the effect, think of one of those mining ore haulers - the scale is so huge, that no human-scale weapon will be able to damage it… unless you hit it in a vital spot. GURPS already has the start of a mechanism to do this: piercing damage comes in several flavors based on size/scale and the effects depend on which one it is. It would be great to extend this to include all forms of damage, and with small adjustments, that info could be included right in the damage tables, e.g. instead of just “imp”, “burn”, etc, use “imp-0” for human-scale (and allow the default to be human-scale if the scale designator is left off), “cut-12” for a dinoponera ant’s jaws, “pi++” would become “pi+2”, “pi-“ would become “pi-1”, “cr+4” for a cannonball hit, etc. Creatures with over-sized jaws (like crocodiles) could have their damage-scale adjusted right in the stats. Oh, and I’d add “tbb” for tight-beam burning, and tie that effect to something similar to impaling vs crushing damage. I haven’t run the numbers, but I’ll bet the divisor and multiplier for scale would line up pretty sell with the SSR table, so in-play it would turn into a quick multiply or divide of damage based on a table everyone has around anyways, and a round down or up based on which way the scale goes. That damage-scale ties in nicely with Spaceships - d-scale is just a +6 size adjustment. And it works out nicely for things like swarm attacks: a swam of ants (call it SM-12 through SM-14) can’t do significant damage until you have enough of them (like 100) to shift +12 on the damage-scale, and they get pretty dangerous if you have 1000 of them giving +18 on the damage-scale. Similarly, you get a small cut? Trivial. Get 100 small cuts? There’s going to be a lot of blood and maybe the blood loss gets you for 1-2 HP. Get 1000 small cuts? Serious risk of death, even though each one was trivial.
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Demi Benson Last edited by DemiBenson; 12-01-2021 at 12:45 PM. |
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#25 | |
Join Date: Feb 2005
Location: Berkeley, CA
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#26 | |
Join Date: Jun 2013
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GURPS Overhaul |
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#27 | |
Join Date: Aug 2007
Location: Boston, Hub of the Universe!
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Demi Benson |
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#28 |
Join Date: Apr 2005
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I believe that Kromm had a reasonably elegant solution to the problem of large targets getting quickly destroyed by small missiles. It was in his "10 Things He'd Fix" article, but I can't remember where or when it was published.
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#29 |
Join Date: Jun 2013
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The article is "Ten for Ten," from Pyramid #3/70. The preview, unfortunately, doesn't include the rule in question, so I'll have to wait until I get home to my personal computer to check it (or wait for someone else to find and mention it, at least).
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GURPS Overhaul |
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#30 | |
Join Date: Jan 2006
Location: Ottawa, Canada
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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 02:03 PM. |
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the path of cunning, vehicles |
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