04-07-2010, 02:18 AM | #1 |
Join Date: Oct 2009
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Adding more + to P++
I don't want this to sound like an argument for adding more pluses to triple or quadruple damage but hear me out.
If I make a shotgun slug Hollow-point, it should be incredibly devastating to someone, if I shot them in the chest (unlike a regular slug, which is boring regular devastating). But game-wise there's no effect, it doesn't go above p++. I've considered just considering a p++ Hollow-point just an 'explosive' round, and applying the damage to the vitals because of how badly that would mess with your insides. But the 'smart guy' in our group disagrees, saying that this means the weapon in question would be disproportionate to high SM beings (like giants). I've fluctuated between 'So we'll tone it down' and 'So what, if it's that big the HP'll work and out if not, mount it on a wall.'. What I'm looking for is ideas on how I can house-rule bullets that expand over GURPS' written-down notions of expansion. One idea I had was to take the damage 'three' times; count the damage before doubling as knock-back or whatever and roll with that, but honestly that method seems like I'm just putting words together. Anyone have any idea, or would this just lead to p+++, p++++ to infinity? |
04-07-2010, 02:31 AM | #2 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Adding more + to P++
One thing that somewhat ticks me off is how the piercing types of damage all interact with location multipliers in the same way. That is to say, 3 points of Small Piercing is just as deadly as 3 points of Large Piercing when hitting the Vitals.
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04-07-2010, 05:44 AM | #3 | |
Join Date: Aug 2005
Location: Denmark
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Re: Adding more + to P++
Quote:
There has to be a limit somewhere. The range from pi- to pi++ are all centred around common smallarms calibres and made to make sense against humans. I think the reasoning is that once you reach a certain calibre size the size of the whole in your body really doesn't matter that much. As for making it hit vitals, it could work. For SM+ creatures you could simply reduce the pi by a level equal to it's SM. So a pi++ shot against a SM+1 creature only count as a pi+ (actually that makes a lot of sense to me). Last edited by Maz; 04-07-2010 at 05:49 AM. |
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04-07-2010, 08:00 AM | #4 | |
Join Date: May 2008
Location: CA
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Re: Adding more + to P++
Quote:
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04-07-2010, 08:06 AM | #5 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: Adding more + to P++
Quote:
http://panoptesv.com/RPGs/HouseRules/ImpPierce.html Luke |
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04-07-2010, 12:20 PM | #6 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Adding more + to P++
This is realistic, shot placement matters a lot more with a 9mm pistol than it does with a 12.7mm HMG. Nobody bothers with failure drill training for M2 MGs.
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04-07-2010, 12:37 PM | #7 |
Banned
Join Date: Dec 2007
Location: Portland, Oregon
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Re: Adding more + to P++
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04-07-2010, 12:43 PM | #8 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Adding more + to P++
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04-07-2010, 12:44 PM | #9 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Adding more + to P++
Given the way GURPS scaled hit points in 4th edition, they should probably have gotten rid of pi-, pi+, and pi++, just used pi for all attacks, and then been more generous about handing out the armor divisors.
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04-07-2010, 01:23 PM | #10 |
Icelandic - Approach With Caution
Join Date: Jan 2005
Location: Reykjavík, Iceland
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Re: Adding more + to P++
pi-, pi+, and pi++ are all 4e.
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