Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 02-25-2021, 05:40 PM   #10
Rupert
 
Rupert's Avatar
 
Join Date: Aug 2004
Location: Wellington, NZ
Default Re: Hit Points...to be, or not to be?

Quote:
Originally Posted by bocephus View Post
Knife does sw-2 (you can even add fine quality bonuses, I would ok giving a +1 for having sharpened the knife extra in preparation if this was a "set up")
At TL7+ the knife is Fine unless the thug bought a cheap one.
Quote:
I dont use this normally so Im not 100% sure which way it works if the cutting damage is doubled after the 1.5 or the 1.5 just becomes doubled.
Im taking the lowest version and thats x1.5 cutting to the neck becomes x2...
That is correct - location modifiers over-write weapon modifiers.
Quote:
ST10 (sw=1d) knife is 1d-2. Max damage is 4, x2 cutting the neck =8
ST11 = 10
ST12 = 12
I'd assume All-out Attack (Strong) for +2 damage.
__________________
Rupert Boleyn

"A pessimist is an optimist with a sense of history."
Rupert is offline   Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 11:31 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.