07-28-2023, 02:51 PM | #41 | |
Join Date: Aug 2022
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Re: Help a noobie understand critical hits
Because physics lol. A 55 grain projectile 1/5th of an inch in diameter (that's what .223 refers to. "caliber" is a measurement of how wide the bore is in inches.) is not the same as a 4 lb, 4 inch wide cutting edge smashing into the rib cage. Some projectiles like the 5.56 have great kenetic energy but low momentum energy when compared (that's sort of the crushing blunt trauma effect you get from things like slings throwing heavy projectiles stopped by soft armor. )
This isn't media fantasy land where someone with an anti gun agenda is overstating the effectiveness of the ar-15 / M16 (I don't bother with the nonesense lie that they are two "very different rifles", in the USMC I was trained to fire my m16 semi auto only anyway, Save for a different trigger put in a differently cut lower receiver they are the same rifle.) It's a projectile that works but it doesn't obliterate the target. It's not as lousy in performance as pistol cartridges but you still see plenty of documentation of requiring several hits to down a target if something vital has not been hit. There's a reason why in the USMC we are trained to shoot multiple shots instead of fire and assess. But that's another discussion altogether than gameplay mechanics. Quote:
We see a lot of kinetic energy measurements. It's one way to understand energy. Another way is momentum energy. Momentum energy can help you understand from different perspectives, like how slings could and DID kill people wearing gambeson and mail even though the armor stopped the projectile easily. Compared to even low power handguns a sling provides very little kinetic energy, but they kill quite easily with lead projectiles even without hitting the face or head. It's kind of fascinating. Last edited by Colonel__Klink; 07-28-2023 at 02:56 PM. |
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07-28-2023, 03:05 PM | #42 | |||
Join Date: Jul 2008
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Re: Help a noobie understand critical hits
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And while you can certainly aim to make the rules serve your expectations, the expectations aren't necessarily right. Quote:
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07-28-2023, 03:08 PM | #43 | |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: Help a noobie understand critical hits
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An alternative, if you want it to feel a little bit more like "That Other Game" is to provide "free" "Heroic Hit Points". These are the "scratches and bruises" hit points that don't really hurt you that absorb the initial attacks that hit you. You could issue 1 per 25 character points, for example, or whatever you feel works to get the flavour of the campaign that you want.
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07-28-2023, 03:11 PM | #44 | ||||||
Join Date: Aug 2004
Location: Austin, TX
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Re: Help a noobie understand critical hits
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Okay, Injury Tolerance means you sometimes need to divide by 3, 5, or 10 but none of those are hard. Quote:
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I've seen plenty of swashbucklers with DX 15, HT 13, HP 11, Acrobatics-16, Luck, Enhanced Dodge 1, Combat Reflexes, Basic Speed 7, and Dodge 12 jump into combat and use good tactics and ability to avoid 4-5 attacks each round: Acrobatic Dodge gets them up to a 14 versus the most dangerous attack, and then they've got Luck to fix a bad roll on the next 3 or 4 rolls versus a 12.
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07-28-2023, 03:13 PM | #45 | |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: Help a noobie understand critical hits
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I know you know all this, I'm making the point for the OP.
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07-28-2023, 03:22 PM | #46 | ||
Join Date: Aug 2022
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Re: Help a noobie understand critical hits
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Where's the fun? Where's the action and cool stuff? I have to have cool stuff! WHy am I planning a fantasy campaign if I hold back all the cool stuff? lol. Quote:
So when people say "but it's realistic" I ask "why is it that melee weapons are so garbage in comparison?" (again, a 5.56mm rifle works but it's nowhere near the kind of trama as SPLITTING THEIR RIB CAGE OPEN WITH AN AXE.) Which is how I keep getting pulled back into attacking the realism of it all even though I'm not terribly concerned with realism. My campaign has vampires, magic, super cyborgs, immortal eldrich beings. I don't care about realism too much. If I did I would be doing some boring mercenary campaign or something and everyone dies in five minutes apparently. |
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07-28-2023, 03:30 PM | #47 | |
Join Date: Jul 2008
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Re: Help a noobie understand critical hits
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Really it seems like the problem in the comparison here is less your expectation about the bullet (which GURPS agrees won't always put someone down - depending on exactly which rules picks you're using it might even usually not) but your expectation that hitting somebody with an axe makes them double-plus-dead. Which from the not caring about realism side surely would be just as 'un-gameable' as the bullet one-shots. I'm not sure who you ask for experimental data relating to hitting unarmored humans in the chest with an axe though.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 07-28-2023 at 03:33 PM. |
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07-28-2023, 03:32 PM | #48 | |
Join Date: Jun 2013
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Re: Help a noobie understand critical hits
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One of the issues here is that overpenetration failure mode for the bullet. Realistically, it's possible for that bullet to go through a part of the body that doesn't really matter much, at least not immediately. But with somewhere around 5d pi (which is what that round typically deals in GURPS), there's not a lot of room for that - even a low roll of 5 damage is a rather significant wound (only a point shy of a Major Wound), and you're less likely to roll that than you are to roll a 3 on 3d6! A possible houserule that might work for you here is lwcamps' Variable Blow Through, found here, alongside some other tweaks for impaling, piercing, and tight beam burning. Notably, an SM+0 character has a blowthrough cap of 2d - meaning whenever they are shot, the basic damage won't exceed whatever they roll on 2d for that shot. On average, that will mean 7 basic damage (which would then be modified by projectile size - boosted to 10.5 Injury, rounded down to 10, for pi+ for example), but it could mean as little as 2 (a hit to the love handles) or as much as 14 (a diagonal shot through the bulk of the torso).
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07-28-2023, 03:40 PM | #49 | |
Join Date: Nov 2004
Location: Sydney, Australia
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Re: Help a noobie understand critical hits
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An axe (a decent sized hand axe) is about 110nm and an equivalent frontal area of an axe is harder to define, but clearly the surface area increase rapidly as it penetrates. So it has less energy and a great area, meaning the pressure is less. This changes depending on the striking strength of the wielder, of course. That's why axe rarely leave exit wounds. Both can create lethal wounds, and if a bullet exits then not all of its energy is transferred into the target. But to say that a bullet has low momentum energy (which is a tautology) is not correct. I think you need to reconsider your understanding of energy and how it is measured. Look at momentum and pressure in particular, but then also consider how that translates into damage of a body.
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07-28-2023, 03:48 PM | #50 |
Join Date: Jun 2013
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Re: Help a noobie understand critical hits
A 5.56mm rifle bullet to the ribcage is more likely to kill than an axe. That axe is going to bruise your vital organs, possibly even perforate them. The bullet shards are going to shred your vital organs. You're not terribly likely to survive either (if the axe hit hard enough to split the bones anyway; you need a strong attacker and/or a good hit to do more than crack them), but the bullet is much more likely to kill you. If that's where it hits, that is - those cases of people being relatively unaffected from being shot typically involve hits elsewhere (or involve people who are actually in the process of dying but don't realize it; GURPS doesn't model this very well, admittedly).
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