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03-06-2022, 04:50 AM | #1 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
Inspired by Douglas Cole's Conditional Injury, but applying the logarithmic concept to every part of the GURPS damage process except recording injury, my system makes resolving damage quicker and easier.
Provisional name is 'Sort-Of Logarithmic Improved Damage System' or SOLIDS. Features:
Drawbacks:
Anyway, here's the link (125 kB PDF): https://drive.google.com/file/d/1rxt...ew?usp=sharing
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03-06-2022, 07:31 AM | #2 |
Join Date: Jun 2013
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Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
I like it, although something seems off. I decided to see what would happen if an unarmored, HP 10 character took a hit from a 2d+2 pi weapon (like a 9mm pistol). That would average around 7 HP Injury in the default rules, but I'm getting an average of 4.67 DP, which is off by around 1 SSR. You currently have a result of 1-2 on the damage roll be equal to 1, then 3 is 2, and it's +1 SSR beyond that; I think having 1 -> 1, 2->2, 3->3, 4->5, and so forth, following SSR, may work better (above, this gives us exactly 7 DP as an average).
(EDIT: Also, I'd suggest a damage result of exactly 0 DP to result in -1 Shock but no Injury, like a Severity -6 Scratch in Conditional Injury) (EDIT2: Math error - 2d+2 pi should average 9 HP Injury, so the initial results were off by around 2 SSR. When I get some time later I'll run some tests vs an HP 10, unarmored character, to see how far off other damage results are) Also, I notice it looks like you have opted to use SSR rounded down (so 4 becomes 3), rather than GURPS' normal trend of rounding SSR up (so 4 becomes 5). I think for consistency's sake, maintaining the "round up" trend for SSR would work better. I'll also want to take a look at how this impacts muscle-powered weapons. The loss of resolution has the potential to have significant impacts there, where differences tend to be around +1 to damage. I do like that this allows Swing to simply be +1 DV compared to Thrust, however, and that things like Weapon Master (which seems like it's basically just +1 DV) no longer have large breakpoints when Striking ST is involved.
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GURPS Overhaul Last edited by Varyon; 03-06-2022 at 07:41 AM. |
03-06-2022, 09:17 AM | #3 | ||
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
Thanks, Varyon. I tweaked numbers repeatedly as I was writing it, so it's very possible that my assumptions about what damage value equated to what drifted by one or two points as I did. If the issue can be fixed simply by reducing all Toughness Ratings by one or two, that is easily done, at least.
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However, it might be better to just stick to a consistent standard and tweak the results for balance on a case-by-case basis.
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03-06-2022, 11:30 AM | #4 | ||
Join Date: Jun 2013
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Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
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(EDIT: That last bit was poorly written. Shifting by 1 step - making characters with HP 10 have TR 10 - still has average wounding less than RAW. Shifting a further 1 step makes average wounding be more than RAW. For the curious, the currently-presented system puts average wounding around 50% of RAW, shifting 1 step - my suggestion of reducing TR by 1 - puts it at around 87% of RAW, and shifting 2 steps puts it at around 135%.) And, yeah, one issue you can run into when making systems like this is at the breakpoints.
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GURPS Overhaul Last edited by Varyon; 03-06-2022 at 01:55 PM. |
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03-06-2022, 12:22 PM | #6 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
Looks a lot like my perpetually WIP system. I'll have to tear into it later.
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03-08-2022, 10:44 AM | #7 |
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Join Date: Mar 2012
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Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
Why do you add four to the modified damage value if the armor value is 0? What if the damage value is 2?
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03-09-2022, 06:30 AM | #8 |
Join Date: Jun 2013
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Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
Musing on this some more, how much thought have you put into how muscle-powered weapons behave? In theory you could keep a note of how much ST-based damage your character "should" do, and toss in the Adds from the weapon to recalculate DV. But that's going to slow things down if a character has to pick up a new weapon during combat, and you also get similar breakpoints as what "round up" would give you between the M16A2 and the AK47, where using a slightly higher-damage weapon functionally boosts damage by x1.5.
I wonder if you could use something more akin to the way layering armor works. That is, instead of a weapon doing thr+2 imp, it's instead something like DV 6. If you have DV 3-5* (from ST), this makes your damage with the weapon be DV 7. If you have DV 6, it's DV 8. If you have DV 7-9, the weapon gives you +1 to DV. If you have DV 10+, you may need to check your strength to use it (much like how current weapons are limited to damage based on 3*MinST), restricting it to DV 10. For cut/imp Weapons of Quality, perhaps Fine gives +1 AM (so better at getting through armor, but no better at wounding unarmored foes), while Very Fine gives the better of +1 AM and +1 DV (so it performs better against unarmored foes... and against those with hardened armor). Might be worth playing around with. Of course, this makes Striking ST intermediate between two DV's useless - but honestly, I think with a system like this, you'd be best served breaking ST up into TR (which would start at 10 and arguably be [+25]/level, although having it ramp up to this - [10], [10], [20], [25], to mimic HP's pricing at lower levels - might be appropriate), BL (following Lifting ST's pricing - or KYOS), and DV (which would start at 5; I'm not sure exactly what would be fair pricing, here). *The need to match MinST - or MinDV if taking my later advice - may mean you can only have DV 1 or 2 points below that of a typical weapon. EDIT: Looking at the document again, I see you did have some information on muscle-powered weapons, but it was such that you simply get a flat boost to DV based on the weapon's Adds, which seems excessive. I think revamping the table, with weapons having their own DV that "stacks" with your personal DV as above, would work better. Weapons that are rescaled for a character's ST/DV would actually be fairly simple - every +1 to weapon DV increases MinDV (probably weapon DV -2 for most weapons) and MaxDV (weapon DV +3 for most weapons) by +1, and increases weight by +1 SSR. Generally revamping tables is probably appropriate for this system, along with lumping a lot of similar weapons together, with the exact weapon being more flavor than stats - you don't have M16A2 vs AK47, you just have an Assault Rifle; you don't have Longsword vs Katana, you just have a Hand-and-a-Half Sword. And so forth.
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GURPS Overhaul Last edited by Varyon; 03-09-2022 at 08:09 AM. |
03-09-2022, 12:45 PM | #9 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
I put a fair bit of thought into melee weapons and tried a lot of different ways to calculate damage, then settled on the simplest option. It looks like I should have put more thought into it though, because the 'layering' method you propose is brilliant and should work a lot better.
I'm considering dropping Armour Modifiers and just increasing Damage Value and dropping Injury Modifier by the same amount instead. I maybe need to consider it when I'm less tired, but as far as I can see, there's basically no difference between (AM -2) and (DV+2, IM-2). Not sure it actually makes things simpler though; removing one stat seems like a step in the right direction, but it means adding another step in calculating Injury Modifier.
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03-09-2022, 02:34 PM | #10 | ||
Join Date: Jun 2013
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Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
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EDIT: Consider if, instead of an Armor Divisor, GURPS had opted to multiply damage, then divide wounding by the same factor (IIRC, this is how they handled armor piercing and hollowpoint bullets in Fallout: New Vegas, to get around inherent shortcomings of the Fallout 3 engine it was built on top of; of course, it works there because it's a computer handling everything, but some sort of armor divisor/multiplier would have called for less computation and been overall cleaner). The latter is clearly more complicated - and more prone to accidental errors of calculation - than the former.
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GURPS Overhaul Last edited by Varyon; 03-09-2022 at 02:46 PM. |
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damage, house rules |
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