04-03-2017, 12:40 PM | #1251 |
Join Date: Jul 2008
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Re: Gaming Ballistic - GURPS Content Posts
It's an old post, but I've been thinking about your melee rescaling scheme from back here lately and wondered whether, if using that or something like it, any changes to Technical Grappling would be indicated.
CP probably don't want to be subjected to that rescale, I would think.
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04-03-2017, 01:52 PM | #1252 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
https://gamingballistic.com/2012/12/...theory-part-1/
I've cleaned that up for better compatibility with my current template, including a more-readable table. The TG system is designed around having ST 13 be about 1d and ST 20 be in the neighborhood of 2d. Moving the control point system to ST/10 would accomplish this. If one had moved to a "realistic" scale of thrust damage only as ST/10, just use double the base die roll, or double ST for grappling purposes, which gets you back to ST/10. I don't think it would break too much, and having a ST 10 person with no special training or deficits roll 1d for control points wouldn't suck. The thing about that progression is that it's really designed for "and then you add bonuses for weapons," so there might need to be some consideration not to the base grappling damage, but rather that (say) getting to DX+10 in a grappling skill should effectively double your damage, which if course would be doubling your ST. From that perspective, each +1 to Trained ST would become +20% to ST, so +5 to Trained ST becomes +100% to ST.
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04-03-2017, 03:10 PM | #1253 |
Join Date: Jun 2016
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Re: Gaming Ballistic - GURPS Content Posts
http://www.thefirearmblog.com/blog/2...cussion-contd/
That's a link to part 2 of an interview with the program director for one of the military's development programs. Part 1 and 3 also have information, but I'm on my phone right now so links are hard. Also check out the Wikipedia page for the LSAT program. |
04-03-2017, 03:31 PM | #1254 | |||
Join Date: Jul 2008
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Re: Gaming Ballistic - GURPS Content Posts
Quote:
Quote:
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04-03-2017, 03:53 PM | #1255 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
It might not be big enough. The upper scaling is, I believe, +50% . . . ah! I see there's a cinematic scale that is already the scaling I need, up to +100%. So use that, yeah.
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04-03-2017, 05:46 PM | #1256 | |
Join Date: Jul 2008
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Re: Gaming Ballistic - GURPS Content Posts
Quote:
(Also, the normal trained ST definition from p48 has no such upper scaling limit, and will increase without bound for arbitrarily high skill levels. That cap is unique to the box on p7.)
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04-03-2017, 05:54 PM | #1257 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
Because the original scaling goes up faster than the slower re-scaled, and control points going up as slowly as the re-scaled damage might make it go up might be terribly unsatisfying in game.
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04-03-2017, 06:29 PM | #1258 | |
Join Date: Jul 2008
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Re: Gaming Ballistic - GURPS Content Posts
Quote:
The rescale goes up a little slower than RAW, at +1d/10 ST instead of +5/10 ST, although everybody gets a couple extra points so they're actually ahead of RAW until ST 29 or so. But why is doubling the Training Bonus an answer to that?
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04-03-2017, 06:43 PM | #1259 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Gaming Ballistic - GURPS Content Posts
Quote:
But I'm done arguing about that; the final answer for my system with my rescaling is that the training bonus progression would need to be calibrated, perhaps adjusted, and likely adjusted upwards if it needs adjusting at all.
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04-03-2017, 06:52 PM | #1260 |
Join Date: Feb 2009
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Re: Gaming Ballistic - GURPS Content Posts
On the 10mm, you have a couple different Rcl and magazine weights listed, which is correct?
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