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#1 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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One problem I have with Damage Resistance is that the value of DR shifts with Tech Level. DR 5 is worth a lot at TL 3 but pretty useless at TL 10. I've toyed with two different ways to mimic this.
One is to make the cost of DR variable - something like 10-TL (TL 10 would cost 1/2, TL 11 would cost 1/4 and TL 12 would cost 1/8). The other is to set the cost at 10 and make up a limitation: -10% per Tech Level. I began with the first one but now I like the second one better. Hmm... thoughts?
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#2 |
Join Date: Aug 2019
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The value of DR does not change with TL, the lethality of weapons does, and even then only in certain situations.
A TL0 fist fight is the same as TL8 one, introduce knives nothing changes, introduce bats nothing changes. Concealable pistols, grenade shrapnel, explosions, car crashes, falls, all of that deals damage on relatively same level. ... Until you start fighting the government, who shoot you with 4d assault rifles, 7d sniper rifles and 6dx2 autocannons. But then again, you wouldnt have a great time surviving an arbalest shot to the chest with just innate DR at TL4. In that sense, DR is a trait has the same value throughout TLs, it's just the TLs add more ways for you to get hurt. TL10 is rocket-tag gameplay fully realized, and even equipment with 100 DR suffers from the damage it's weapons can output. This is mainly due to Ultra-Tech game design as opposed to inherent lack of value in DR. Trying to adjust your DR pricing based on TL will quickly lead to your PCs having a tank under their skin for a relatively benign price that can be increased by wearing actual armor on top, creating situations where you have Superman on your hands, whom you'll have to gas or nuke or some such to stop from walking through encounters. Based on these points, any reasonable change to DR advantage must follow these principles - Must cost much more than a piece of body armor of the same TL and similar DR, as it cannot be taken away and can be stacked and covers the entire body. GURPS Basic Set suggests that 1 point = $1,000 - Must not invalidate the genre of the game. TL8 magical kung fu adventures runs out the second you realize that 10 DR renders actual kung fu useless. Military games tend to lose their flavor when a soldier with 10 DR + 35 DR assault vest can tank autocannon bullets and serve as mobile cover. - Must not inconvenience players who do not take DR. If you need RPG-7 to take down Bob (50 DR), why not fire one at Susie (0 innate DR) too? I'd personally not touch the DR pricing, at best halve the price starting TL9 to reign in the rocket tag gameplay. 10-TL or -10% per TL creates hilarious situations like 20 Points buying you 10 DR (no more melee fights), 50 buying you 25 DR (assault rifles? what's that?), 100 points buying you 50 DR (You can now survive around 2 pounds of C4 exploding under your feet). And all of this at TL8, so your enemies have to be hitting you with RPG-7s to stop you.
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit Last edited by MrFix; 04-01-2020 at 05:18 AM. |
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#3 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#4 |
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Join Date: Sep 2004
Location: Southeast NC
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I don't think it should change much between 0 and 3. You're dealing almost entirely with muscle powered weapons dealing the same range of damage. If doing this, I might go with something like 5 points, minus 1/2 point per TL above 3.
On the other hand, I think low DR values retain a lot of usefulness. Most injuries that people face (even on the battlefield) are cuts, scrapes, and falls.
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#5 | |
Join Date: Aug 2004
Location: Wellington, NZ
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As for the OP's issue, I would be cautious lowering the cost of DR bought with points, and certainly wouldn't do it based on something like TL. What I might do is something like My. Rice's idea, and in a given setting offer cheap DR up to a certain threshold, though I'd probably require it's taken with 'Can't Wear Armour' or something like 'Inactive When Under Armour' so wearing armour means you don't get to use your purchased DR.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#6 | |
Join Date: Aug 2019
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Without these upgrades, you're shooting TL8 guns at TL9-10 armor which is just bad times, so you resort to using the aforementioned, shooting people with GLs as shotguns etc. At TL10, most handheld weapons such as Laser Rifles and Gauss Rifles cannot penetrate TL10 Assault Vest, but invalidate limb armor, so unless your troops are trained for them leg shots, they'll pursue HEMP as main bullet, or transfer them fully to Gauss Railguns and Sniper Rifles. If you're not using TL10 weapons or TL10 armor, the question of DR shouldn't come up. But if you do, all you have are questions, especially 'How do I ensure there's moderate level of danger, not no danger and super danger his legs just flew away'
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit |
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#7 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#8 | |
Join Date: Aug 2004
Location: Wellington, NZ
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In my experience (which may not be typical), player characters are very sensitive to limb hits because they tend to not have handy evac and are often a long way from support and really good medical facilities. Thus they care about full-body protection more than soldiers and police might - the latter want something that will keep them alive and not encumber them too much, but PCs want something that will also keep them in the fight.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#9 | |
Join Date: Aug 2019
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HEMP 10mm pistol meanwhile can only be stopped by at least 140 DR. This is what your PCs will pursue unless stopped.
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Your level of GURPS proficiency: Pedestrian: 3e vs 4e Proficient: Early 4e vs Late 4e Master: Kromm vs PK GURPS: Shooting things for fun and profit |
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#10 | ||
Join Date: Aug 2004
Location: Wellington, NZ
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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Tags |
damage resistance, limitations, tech level |
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