07-28-2023, 07:15 PM | #71 | |
Join Date: Jun 2013
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Re: Help a noobie understand critical hits
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But more seriously, a good reason to still list a weapon as 5d even if using blowthrough rules that limit it when used on humans is that GURPS doesn't assume you're only shooting humans. Maybe you're actually shooting a bear, an elephant, a Tyrannosaurus Rex, or something even larger. The houserules I linked earlier - which generally result in a lower blowthrough cap than the official blowthrough rules - have SM+2 targets with a blowthrough cap of 5d, so anything that size or larger is basically going to take full damage from a 5d pi rifle. Now, there have been discussions in the past on if having both Armor Divisors and Wounding Modifiers is really necessary, considering they're largely the same effect just stated differently. Personally, I prefer them as they are, but I could see cause to pare things down to just one or the other. As for your suggestion to set handguns at around 1d and rifles at around 2d(2), if you want anemic firearm damage in your setting that's certainly an option. As a player I would certainly find it bizarre that the advanced firearms in a cyberpunk world are so pitifully weak, but I'm not playing in your campaign, so as long as it works for your players, go for it.
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07-28-2023, 07:16 PM | #72 | |
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Join Date: Aug 2004
Location: Ventura CA
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Re: Help a noobie understand critical hits
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So armor that stops 9mm×19mm 2d+1 is DR 8 Last edited by sir_pudding; 07-28-2023 at 07:45 PM. |
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07-28-2023, 07:43 PM | #73 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Help a noobie understand critical hits
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07-28-2023, 09:48 PM | #74 | |
Join Date: Aug 2007
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Re: Help a noobie understand critical hits
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In 4e your characters can start with as many character pts as the GM wants to give them. Look at the vampire in the 4e "Iconics" (p.320-321). The Baron is built on over 500 pts and he's not even really a heavy combat type. He also has 24 HP (and these are based on ST and not HT). He also has IT:Unliving and Unkillable 2. If you don't want your PCs to die like normal people you give them much more than normal abilities and pay for those with a high pt budget Your PCs will be happy if normals still die easily. Id guess 400pts as a base. Maybe more.'
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07-28-2023, 11:32 PM | #75 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Help a noobie understand critical hits
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07-28-2023, 11:40 PM | #76 |
Join Date: Aug 2014
Location: Snoopy's basement
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Re: Help a noobie understand critical hits
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07-29-2023, 01:23 AM | #77 | ||
Join Date: Jan 2008
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Re: Help a noobie understand critical hits
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If you do start getting into that fancy stuff, or run a game that's more medieval instead of gun-based, then those wounding multipliers start getting interesting. E.g. if you shoot a zombie in the torso and roll 5 damage, it's piercing damage, so because it's a zombie (Injury Tolerance: Unliving) it takes only 1/5 of that as injury. It loses 1 HP where a human would lose 5 HP. But if you shoot it in the head, which is harder, it has an extra +2 DR so there's only 3 points of penetrating damage after DR. But there's a x4 wounding modifier instead of x1/5 so it takes 12 points of injury instead of only 1! The upshot is that those various wounding modifiers exist to reward players for roleplaying intelligently against various kinds of foes. If you always did the same injury with a weapon no matter who you hit and where, there wouldn't be a reason to headshot zombies or to cut the arms off a living statue instead of stabbing it in the "heart". They exist to give players more interesting choices during combat. P.S. There are also some advanced rules like knockback which are based on basic damage (before DR) and not on final injury, but I'm assuming that you're not using those or you wouldn't be asking. Quote:
I know you know this but saying so for OP's sake. Last edited by sjmdw45; 07-29-2023 at 01:36 AM. |
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07-29-2023, 06:04 AM | #78 |
Join Date: Jun 2013
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Re: Help a noobie understand critical hits
In an "armor divisors only" variant, 2d+1 pi- would instead be stated as 1d(2) pi (or 1d+1(2) pi, depending on how you round); meanwhile, 2d+1 pi+ would instead be written as something like 3d+1(0.7) pi (or 3d+2(0.7) pi, depending on how you round). I assume you'd maintain different attack types for purposes of things like Limited DR and the like, but you'd change everything to be a x1 WM at default (you'd still have boosted Injury for things like Vitals/Skull hits, Vulnerabilities, etc, but you wouldn't need to remember that cut is x1.5 and imp is x2, for example). That's going to ultimately end up with different results in a variety of situations, however - now what used to be pi- has markedly poorer performance with Skull and Vitals hits than what used to be pi++ (which isn't unrealistic, although I think the x4 difference between the two would greatly overstate the effect), blowthrough is messed up (unless you have the armor divisor play a role in that), etc. It's also going to be messy for melee weapons - a Thrusting Broadsword would no longer be thr+2 imp, sw+1 cut, but instead something like (thrx2)+4(0.5) imp, (swx1.5)+1(0.7) cut. Personally, I prefer having both armor divisors and wounding modifiers in play, but I don't have difficulty keeping in mind what each damage type has as a WM.
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07-29-2023, 08:10 AM | #79 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: Help a noobie understand critical hits
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2d+1 pi+ hits a DR 5 armor, does an average 8 damage, 5 damage is resisted by armor, and the resulting 3 damage is multiplied by 1.5 and results in 4 injury is something I can calculate faster than I can type. 3d+2 pi hits a DR 5 armor, does an average 12 damage, and loses: x = 5/0.7 x = 50/7 x = 7 7 damage to DR and the result is 5 injury is something I have to break down and calculate. And I'm lucky that 5 divides by 0.7 fairly cleanly, because that doesn't always happen with 7. Colonel__Klink can do what he wants, of course, but I would strongly recommend running through a couple of combats and see how the system actually plays out before he decides to throw everything out and make up his own system. I'd recommend a 3 vs 3 unarmored fistfight, a 3 vs 3 swords and axes knights squabble, and a 3 vs 3 gun fight to get a better sense of how things play out. Give everyone all stats at 12, all skills at 14, and a variety of armor for the knights and gunfighters. Theorycrafting without play experience goes to weird places.
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07-29-2023, 10:41 AM | #80 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Help a noobie understand critical hits
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I've long remembered my second GURPS campaign, Unmoved Movers, where in one episode I had the PCs faced with a gunfight against a Texan soldier. I had given him HT 14. I hadn't realized that this meant that he had less than one chance in ten of either losing consciousness from injury or dying from severe injury. They kept shooting him and he just kept shooting back . . . Which points, I suppose, to one other moral: High HT is your friend. It lets you go on fighting when you're wounded, it lets you avoid dying when you're fully negative on HP, and it lets you heal faster after the fight. A cheaper form of insurance in a cinematic campaign would be to have all the player characters take a couple of levels of Hard to Kill. That lets them dramatically fall down from their wounds—and then regain consciousness when their friends have won the battle.
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