04-17-2023, 09:06 AM | #21 |
Join Date: Jun 2013
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Re: Realistic Human DR
A variant armor/damage system I considered some time ago (but got lost in the weeds looking up stuff like sheer strength) worked something like this: on a hit, roll 1d to see what sublocation (on the arm, shoulder vs upper arms vs elbow vs forearms, as in LT) you hit, another 1d to see roughly where on the sublocation you his (say, on the arm, bone vs muscle vs a grazing hit to the skin), and a final 1d for roughly what angle you struck at (a poor angle results in a DR multiplier). There may have also been another 1d in the mix to determine the armor coverage at the point of impact. I worked under the assumption a trained combatant wouldn't have enough variability in damage output (outside options like All Out, Defensive, etc) to justify a roll there, although untrained (or minimally-trained) characters did have another roll involved to see how close to their nominal damage the attack actually dealt (with the best damage result corresponding to what trained characters output all the time). Of course, in all cases rolling a 1 was to be the best result, and a 6 the worst, keeping with GURPS' typical "roll low" mentality. But of course, that's a whole lot of rolling (which is another reason I abandoned the concept).
Oh, and it would need to be combined with a semi-cumulative wounding system (such as the one by Luke Campbell, or the fairly-similar "Conditional Wounding" system by Douglass Cole) of some flavor. I also considered a system where the severity of a wound was non-linear with depth of penetration. I couldn't come up with a model I liked, plus it would be annoying to implement, so that also got abandoned.
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04-17-2023, 09:47 AM | #22 | |
Join Date: Aug 2007
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Re: Realistic Human DR
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Without this damage that would require a Survival roll would need a ST of 35 or higher (Thrust of 4D-1 +8 for Boxing at DX +2). With middle teens human ST even the incredibly rare 3x damage Crit might not not get you to the necessary threshold.
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Fred Brackin |
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04-17-2023, 10:10 AM | #23 | |
Join Date: Aug 2007
Location: Boston, Hub of the Universe!
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Re: Realistic Human DR
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As a nod towards that, my own house rule is: * If you make your attack roll by exactly zero, it does half damage. * If you make your defense roll by exactly zero, you take half damage. * These stack.
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Demi Benson |
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04-17-2023, 11:47 AM | #24 |
Join Date: Jan 2006
Location: Central Europe
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Re: Realistic Human DR
If you really wanted to simulate a tackle in American football, the pads, helmet, and cleats would probably need mechanics (may already be in GURPS High-Tech?) But realistically, that is a 'thought exercise' not something that frequently comes up in-game.
As I said in my first post, you could argue that injury in GURPS is not as random as in the real world, but I think that single injuries to human or human-like characters tend to have plausible effects. I am not making a claim about multiple injuries because its so much harder to decide what is plausible.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
04-17-2023, 03:55 PM | #25 | |
Join Date: Oct 2010
Location: earth....I think.
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Re: Realistic Human DR
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Called "Grazes". Pyramid 3-100 has "Realistic Injury, Expanded" Last edited by zoncxs; 04-17-2023 at 04:00 PM. |
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04-17-2023, 06:01 PM | #26 | |
Join Date: Apr 2005
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Re: Realistic Human DR
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Critical hit results of 3 or 18 for crushing injuries could also be modified to represent a slow internal bleed which just seems like a really bad bruise or a mild concussion, but actually triggers a slow bleed over hours which eventually causes the victim to collapse. Unless they're close to a trauma center and the trauma team is really good, they're likely to die. That models things like slow internal bleeding from ruptured organs, pericardial trauma, delayed aneurysms or strokes due to blood vessel damage, or subdural/ intracranial hematomas. |
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04-17-2023, 07:28 PM | #27 |
Join Date: Jan 2006
Location: Central Europe
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Re: Realistic Human DR
Evil Stevie found criminal lawyers to write GURPS Mysteries, martial artists to write GURPS Martial Arts, and shooters to write GURPS gun rules. I wonder if a paramedic or trauma surgeon would be interested in looking at variant rules for injury?
Characters dying slowly from the long-term effects of their wounds is usually not useful for stories. So its rarely a priority for rules designers.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
04-18-2023, 08:25 PM | #28 | |||
Join Date: Jun 2010
Location: Dreamland
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Re: Realistic Human DR
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04-19-2023, 08:56 AM | #29 | |
Join Date: Jun 2013
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Re: Realistic Human DR
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In a story where the author has control over what goes down, something like that can be useful to heighten drama and the like, with the hero's condition continually worsening as they try to complete their mission, get to somewhere they can be treated, etc. But I suspect that wouldn't work very well for a game.
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GURPS Overhaul |
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04-19-2023, 09:23 AM | #30 |
Join Date: Aug 2007
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Re: Realistic Human DR
Well, the writer can "try" anyway. I think the entertainment value of fictional suffering and death gets vastly overrated.
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Fred Brackin |
Tags |
combat, damage resistance, telegraphic attack |
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