11-05-2013, 05:35 AM | #41 |
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Join Date: Oct 2007
Location: Europe
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Re: [LT] No More Nerf Armor
One thing I've often wondered about: How attractive is it, in GURPS, to raise one's ST so much that one gets to roll two dice for damage, rather than just one? Anything based on 2d is inherently less "random" than 1d, so that alone would seem to mean that combat damage will become much more consistent. Much more consistently able to lay down the pain, and whack through medium armour.
If I'm onto something here, then it'd be an attractive game design change to shift the ST-derived damage table so that the transition from 1d to 2d happens at weaker than average Human ST. Maybe even at ST 8->9. Or maybe it's no big deal in actual play. |
11-05-2013, 05:43 AM | #42 |
Join Date: Feb 2012
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Re: [LT] No More Nerf Armor
Some month ago, I rewrote the whole armor table. I employed experimental data on armor penetration of blades, arrows, bullets and spears.
Given that ST-based damage table has issues, I employed only ST 7-17 scores. So, the uncalibration of the damage table itself has little or none effect on the outcomes. In the end, my DR are between 1.5 and 2 times LT DR. 0.8mm plate grants DR 6 and weight 8 lbs; 3.2mm DR 18 and 32 lbs 2.8mm leather DR 2* and 8 lbs; 7mm DR 4 and 20 lbs 4mm hardened leather DR 3 and 15 lbs; 7mm DR 5 and 25 lbs segmented plate: 16 lbs DR 6, 28 lbs DR 9, 40 lbs DR 12 IMHO, these DR give satisfactory results both with muscle-powered weapons (in ST 7-17 span) and LT firearms (arquebuses, calivers and muskets). I think that actual LT DR make firearms far too powerful; i.e. in GURPS a primitive arquebus can penetrate 3mm steel half of times, while in real world it can't penetrate this steel sheet at all (not even a point-blank perpendicular shot). In the end, as a simple rule I would recommend to multiply LT DR by 1.5 for leather and cloth and by 2 for metal, letting everything else unchanged. Last edited by Ji ji; 11-05-2013 at 05:48 AM. |
11-05-2013, 08:18 AM | #43 | |
Join Date: Nov 2009
Location: GMT-5
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Re: [LT] No More Nerf Armor
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11-05-2013, 08:24 AM | #44 |
Join Date: Aug 2007
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Re: [LT] No More Nerf Armor
Very attractive given bonuses to damage that happen on a per die basis. Unarmed combat Skills, Weapon Master bonuses, some Advantages and even bonuses for Committed and all Out Attack and a few other maneuvers.
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Fred Brackin |
11-05-2013, 08:25 AM | #45 | |
Join Date: Nov 2009
Location: GMT-5
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Re: [LT] No More Nerf Armor
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11-05-2013, 08:33 AM | #46 | |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: [LT] No More Nerf Armor
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The minimum ST to go through mail and plates is 14, with I think it's still low, but the chance of that happening is less than 10%.
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I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 |
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11-05-2013, 08:45 AM | #47 |
Join Date: Jul 2008
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Re: [LT] No More Nerf Armor
It seems like it cannot possibly do so. It invalidates the (rigorous and trustworthy) firearm penetration stuff. It also appears to be based on rejection or misunderstanding of how firearm damage relates to actual penetration: actually rolling the damage dice is not representative of penetration testing. That's why we get Armor as Dice rules...
However, the reciprocal approach of halving muscle-powered damage, well, that's been suggested before.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
11-05-2013, 08:45 AM | #48 | |
Join Date: Nov 2009
Location: GMT-5
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Re: [LT] No More Nerf Armor
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Also, I don't recall. Does the edge protection rule extend to imp damage? Last edited by Edges; 11-05-2013 at 09:18 AM. |
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11-05-2013, 09:12 AM | #49 | |
Join Date: Nov 2009
Location: GMT-5
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Re: [LT] No More Nerf Armor
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What about using Ji ji's suggestion and add a AD (2) to all HT firearms? Leave LT weapons and ST tables unchanged. |
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11-05-2013, 09:12 AM | #50 |
Join Date: Nov 2009
Location: Oregon
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Re: [LT] No More Nerf Armor
On the subject of rejiggering damage and HP, how about a multiplier of x10? For a lot of folks that's easier to do at a glance. Also, rather than rolling inconsistent numbers of dice you could just roll 3d and multiply it by the attack's (original) average damage. A pistol that dealt 2d would now inflict 3dx7. For melee damage, 3dx(ST/3) would be a good starting point. If you don't mind rolling different numbers of dice, just make that "roll dice equal to ST score".
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