11-11-2022, 10:33 PM | #141 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pyramid #3/120: Alternate GURPS V
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Your summary is exactly right. I'm not sure I set out with a list of design criteria that included this, but during play (in fairness, in play after the article was published, as it was more of a thought experiment than anything else) it came out that yeah, this system encouraged headhunting and other vital locations. This was an emergent behavior of the system, and after a little thought, we said "yes, this reality checks, or is at least believeable." You can whittle someone down with cuts or blows to the arms or legs, but it's the exception rather than the rule. The preparation for the final opening and blow to a vital target that truly ends the fight. So yeah: the system encourages going for high-value targets.
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11-11-2022, 11:25 PM | #142 | |||||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Pyramid #3/120: Alternate GURPS V
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Based on the rules in the Basic Set, I'd say you don't check and re-check for crippling effects to limbs and eyes. That being said, if you use the pain rules and take a Sev 0 crippling wound, the HT-fail state is "Agony," which is incapacitating. If you succeed, you "only" suffer Terrible Pain, with a crit success only being Moderate Pain. So the Concentrate to make a HT roll to master the pain (p. 32) and the fact that the pain lasts both sub in for those effects. If you want. Quote:
0 HP or less (meaning Sev 0), roll for HT every second or collapse. -1xHP or less (Meaning Sev 2 or you check for death ONCE, but if you make it, then you can continue to act until you pass out (since you're checking for KO each second) Only if you fail the death roll by 1 or 2 are you instantly incapacitated. Even so, this looks like I was being a tetch too casual, perhaps, with the effects of crippling injury. You're looking for details, and I'm too tired to grab for them right now. Looking at the pain rules, though, you're looking at being in Agony at anything more than Sev 0, and a Sev 2 wound puts you in Agony unless you critically succeed on the HT roll (then you're only in Terrible Pain, woo hoo). Quote:
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Also a playtest report here: https://gamingballistic.com/2018/11/...pyramid-3-120/ You'll want to keep scrolling: It's near the bottom.
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My blog:Gaming Ballistic, LLC My Store: Gaming Ballistic on Shopify My Patreon: Gaming Ballistic on Patreon Last edited by DouglasCole; 11-11-2022 at 11:47 PM. |
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11-12-2022, 12:27 AM | #143 | |||||
Join Date: Oct 2022
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Re: Pyramid #3/120: Alternate GURPS V
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The only point I have to raise in this answer is that, as the increment in severity (+3 for an extremity) is for gross effects only, not including pain level, so a crippling inj. to an extremity would be moderate pain (-3) on failed HT roll. Quote:
So if I understand correctly, the mortal wound in CI mostly covers the single HT vs death roll in the basic set, plus (I'd say I definitely like it, in the spirit of making massive damage more deadly) that even if you pass, you still need to be stabilized and have to check vs death at subsequent intervals (as if it was a 1 or 2 failure in the basic set), and likely be incapacitated by pain. Quote:
I was just wondering about the implication in a modern setting. Without scaling up also medical support intervals, the relative impact of trauma maintenance is reduced from a 1/48 reduction of the roll rate to 1/2, and negates completely the impact of a Physician (except for the skill roll in place of HT) Quote:
Last edited by Kaslak; 11-12-2022 at 12:35 AM. |
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