11-04-2013, 04:52 PM | #11 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [LT] No More Nerf Armor
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11-04-2013, 04:54 PM | #12 |
Join Date: May 2008
Location: CA
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Re: [LT] No More Nerf Armor
Just because it isn't cut doesn't mean the person hit doesn't suffer any injury. EDIT: I'll note that I haven't seen the claims you're referencing about how armor is impenetrable.
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11-04-2013, 04:57 PM | #13 | |
Petitioner: Word of IN Filk
Join Date: Aug 2007
Location: Longmont, CO
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Re: [LT] No More Nerf Armor
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And before you look at Strength damage, look at Strength values, too. What kind of opposition are they going against? Not every opponent is going to be a ST 14 warrior with a broadsword or battleaxe. The average person is average, and even the average fighter is usually going to be 11-12 tops. Sure, the PCs are going to meet plenty of non-average people ... but those are the ones most able to get through your defenses, too.
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11-04-2013, 04:59 PM | #14 | ||
Join Date: Nov 2009
Location: GMT-5
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Re: [LT] No More Nerf Armor
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These discussions tend to come back to bullets. Couldn't the problem be firearm damage? That optional rule (in Pyramid I think) that suggested dividing bullet damage by 2 and adding AD (2) seemed to me to remove that entire argument quite tidily. But as I said in my OP, for LT armor I'm not presently concerned with firearms. |
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11-04-2013, 05:09 PM | #15 | |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: [LT] No More Nerf Armor
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11-04-2013, 05:14 PM | #16 | ||
Join Date: Nov 2009
Location: GMT-5
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Re: [LT] No More Nerf Armor
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11-04-2013, 05:18 PM | #17 | |
Join Date: Aug 2007
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Re: [LT] No More Nerf Armor
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Or look at a large knife. In the hands of a ST 11 mugger, a large knife does 1d+1 imp (AoA assumed). A good chance of a death check in 2 hits, near guarantee in 3. Without even considering bleeding. I'm too lazy to refresh my memory of the knifing data, but people survive it. Most of the time. Current ST-based damage is simply way too high. |
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11-04-2013, 05:33 PM | #18 | |
Join Date: Mar 2005
Location: Maitland, NSW, Australia
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Re: [LT] No More Nerf Armor
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As has been said, the damage of hand weapons in GURPS is too high. Scale it back so it is consistent with armour and firearms. Or scale firearms and armour DR up http://forums.sjgames.com/showthread.php?t=119089
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Compact Castles gives the gamer an instant portfolio of genuine, real-world castle floorplans to use in any historical, low-tech, or fantasy game setting. Last edited by DanHoward; 11-04-2013 at 06:19 PM. |
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11-04-2013, 05:57 PM | #19 | |
Join Date: Jul 2008
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Re: [LT] No More Nerf Armor
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11-04-2013, 06:03 PM | #20 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: [LT] No More Nerf Armor
I'll note that a lot of GURPS gets pretty cinematic pretty quick if you use basic attributes above 15. I think you might get better results by rejiggering how you calculate lifting weight so that normal human maximums for ST tends to cap out at 15-16, and simply accepting that the ST 20 fantasy barbarian will punch through armor because he's about as realistic as the double-headed 20 lb battleaxe he's swinging around.
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low-tech armor |
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