08-24-2019, 09:35 PM | #11 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Conditional Injury with Knowing Your Own Strength
The easiest option is to rate DR in RT, just like health (call it AT), and then use that:
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08-25-2019, 03:22 AM | #12 | ||
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Re: Conditional Injury with Knowing Your Own Strength
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DR 7 is AT 2. And a 4d-1 attack averages 13 damage, which is WP 4. That's WP = AT + 2. This reduces the WP by 2, which means the WP is 2. WP 2 is ~2d-1, which is perfect. DR 7 is AT 2. And a 4d+2 attack averages 16 damage, which is WP 5. That's WP = AT + 3. This reduces the WP by 1, which means the WP is 4. WP 4 is ~3d+1, but shouldn't it be closer to WP 3, which is ~2d+1, because 4d+2 - 2d is 2d+2? Is this a matter of resolution? Or am I thinking about this the wrong way? DR 7 is AT 2. And a 6d+1 attack averages 22 damage, which is WP 7. That's WP = AT + 5. There's no WP reduction, but it feels like WP should be 5, which is ~4d+1. Again, am I thinking about this the wrong way? Because it feels like it should be WP - AT, which would "fix" the "issues" I'm seeing above. If I'm wrong, that's fine, but I'm just confused about the math, which is also fine because it's not my strongest suit. On another note, to increase resolution, couldn't WP, RT, etc. be multiplied by 3, then the resulting number is divided by 3 for Severity? The Robustness Threshold Table and the Wound Potential Table wouldn't look like the Size and Speed/Range Table anymore (though, it would obviously still correspond), but it would mean that WP = damage, RT = HP, AT = DR, etc., which would be nice and clean. Having division by 3 (before modifying Severity) wouldn't be hard to do on the fly. EDIT: No, no. I see how my DR and damage stuff breaks, so I guess I just don't understand the math. I'll make another attempt later.
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) Last edited by Raekai; 08-25-2019 at 07:05 AM. |
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08-25-2019, 11:17 AM | #13 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Conditional Injury with Knowing Your Own Strength
Yes. In the end, the +6/x10 scale is low resolution.
If you want better resolution, you're going to wind up with some fairly large tables. The simplest in play is probably to have per-character tables, this will add time to character creation but doesn't slow play down. A fairly simple version of that is know your own damage. |
08-25-2019, 12:07 PM | #14 |
Join Date: Aug 2004
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Re: Conditional Injury with Knowing Your Own Strength
For fine-grained exponential scales, I like 24 steps:
+0=x1.00; +1=x1.10; +2=x1.21; +3=x1.33 +4=x1.47; +5=x1.62; +6=x1.78; +7=x1.96 +8=x2.15; +9=x2.37; +10=x2.61; +11=x2.87 +12=x3.16; +13=x3.48; +14=x3.83; +15=x4.22 +16=x4.64; +17=x5.11; +18=x5.62; +19=x6.19 +20=x6.81; +21=x7.50; +22=x8.25; +23=x9.09 +24=x10 +0 and +24 are exact; everything else is rounded off to two places. There's approximately a 10% increase with each step. And you can interpolate between them with negligible lots of accuracy: half a step between +0 and +1 is close enough to x1.05 that you can ignore the error; likewise with a tenth of a step and x1.01. |
08-25-2019, 01:34 PM | #15 | |||
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Re: Conditional Injury with Knowing Your Own Strength
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So, do DR and damage have to be converted first? As I've mentioned, DR is obviously way too high when being used with KYOS on its own, so it makes sense to convert it to damage, find the ST, plug that into the KYOS formula, then take the average damage for the new ST to find the DR. So, do I have to convert it to KYOS and then plug it into Know Your Own Damage? Or is that meant for taking standard DR directly? Also, would you say your Wound Threshold Tables would be compatible with Conditional Effects Table from Conditional Injury? As in, your WT 1–3 are equivalent to Severity -5 to -3 in terms of using CI's minor wounds, idea, etc. It maps well. The only thing that seems missing is a difference between Scratch and None in your table and maybe Total Destruction or some other step. Overall, the better resolution is great! And I like the idea of having per-character tables—I use spreadsheets for characters anyway. I'll try to whip up some examples tonight just to make sure I have a grasp on this. Quote:
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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08-25-2019, 03:03 PM | #16 |
Join Date: Aug 2004
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Re: Conditional Injury with Knowing Your Own Strength
Basic Set has Swing damage increasing at roughly +1 per +1 ST, starting at ST 10 (and damage 3.5); but Basic Lift increases with the square of ST. That is, once you get to a sufficiently high ST that the 6.5-point discrepancy between ST and damage is moot, doubling your ST doubles your damage, while doubling your ST quadruples your Basic Lift. Thrusting damage is roughly half as fast as Swinging damage; but that still leaves it leveling out toward “double ST is double damage”. At lower levels, it goes faster than that; but I think it briefly peaks at the same rate as ST vs. BL (ST14≈√2·ST10, but does 2d damage instead of 1d damage at ST 10) and falls off fairly quickly on either side.
What that says to me is that damage really ought to take more steps to double than BL does. If it takes ten steps to get an order of magnitude increase, it ought to take closer to 20 steps for damage to do likewise. |
08-25-2019, 03:22 PM | #17 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Conditional Injury with Knowing Your Own Strength
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Probably not. Tissue destruction will be pretty close to linear, but tissue destruction isn't a very good estimate of true lethality (the way KYoD works, each wound level is twice as significant as the last, so x10 energy is about x4 cumulative damage). However, a significant part of the reason I used x10 = +30 is simpler math. Last edited by Anthony; 08-25-2019 at 03:25 PM. |
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08-25-2019, 05:06 PM | #18 | |||
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Re: Conditional Injury with Knowing Your Own Strength
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I really am trying to put forth a good effort to understand this stuff. Again, a bit later on when I really have time to sit down, I'll have to work out some KYOD examples just to make sure I even know how to use this properly. Also, just to make sure it doesn't get missed... Quote:
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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08-25-2019, 06:03 PM | #19 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Conditional Injury with Knowing Your Own Strength
KYoD uses its own conversion table that's listed on the page.
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08-25-2019, 06:56 PM | #20 | |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Re: Conditional Injury with Knowing Your Own Strength
Of course! I just mean that the input is standard damage not KYOS damage, right? I figured as much (otherwise, I'm sure it would be specified), but I just wanted to make sure. But my question is actually answered right there in the text:
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So, I have two remaining questions (for now...):
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) Last edited by Raekai; 08-25-2019 at 07:03 PM. |
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Tags |
conditional injury, hit points, knowing your own strength, kyos, logarithm |
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