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#41 |
Join Date: Feb 2005
Location: Berkeley, CA
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Given limitation value, and frankly reality for most such things, I wouldn't mind changing 'blunt trauma' to 'nonpenetrating trauma' and applying it to additional damage types. Or just giving all wide area burning attacks some additional ability to penetrate armor.
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#42 | |
Join Date: Aug 2018
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It's almost like to emulate realism you couldn't use Innate Attack alone, you'd need to do other stuff like "Control Heat" and "Obscure" to reflect how a flamethrower would increase temperature in addition to burning, or how the continuous stream would obstruct vision. To qualify for Obscure I think an attack would need to blot out an entire hex though... Unless maybe you could take "Bombardment" limitation to reflect how it's not a complete hex blackout but just partial obscuration. That sounds pretty spot on TBH, you're just rolling to see if someone suffers penalties rather than if they suffer damage. Would be further neat if we could somehow tie output (damace dice, levels of obscure) to the margin rolled on Bombardment |
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#43 | |
Join Date: Jul 2008
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When wide area burning-like effects defeat armor well, it's usually because the armor isn't sealed and thus lets hot gasses or burning liquid fuel get inside.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#44 |
Join Date: Jun 2013
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The armor would function like ablative normally, but if damage exceeded it, it would both ablate away and completely fail to protect the target. Which would be pretty nasty. The closest analogue I can think of is the shielding in the Strike Suit Zero computer game, at least when it comes to physical attacks - the shield completely fails to protect you against collisions, and also drops if you bump into anything (it also functions poorly against guns, although fortunately the enemies seem to exclusively use energy weapons against you).
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#45 | |
Join Date: Oct 2007
Location: Kentucky, USA
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Tags |
space, starcraft, ultratech, warcraft, warhammer |
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