08-22-2014, 02:48 PM | #61 |
Join Date: Sep 2004
Location: Canada
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Re: GURPS Grand Unified Hit Location Table
Aaarg. V2.2b is up.
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01-10-2015, 09:14 PM | #62 |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: GURPS Grand Unified Hit Location Table
I'm unclear on the effects for chest and abdomen. You mentioned a sub-table for each, which is clearly indicated. Then later you say "Crushing, impaling, or piercing roll on sub-table". It's not clear if you intend only crushing, impaling, or piercing attacks to use the sub-table previously mentioned, or if you intend crushing, impaling, or piercing attacks to use a different sub-table.
If it's the former, shouldn't you add "tight beam burning" and "crushing, rear" to the chest effects; and "tight been burning" to the abdomen effects? If it's the latter, I'm not sure what sub-table you are referring to.
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01-11-2015, 09:14 AM | #63 | ||
Join Date: Sep 2004
Location: Canada
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Re: GURPS Grand Unified Hit Location Table
Quote:
Quote:
In the name of space, I'm considering rewriting them to Chest "Default location. Roll on sub table D; injury can't exceed 2xHP (1xHP if using bleeding); any excess is lost" Abdomen "Roll on sub-table E; Injury can't exceed 2xHP (1xHP if using bleeding); any excess is lost" The subtables already cover the effects of different damage types. I just need to double check that the injury caps aren't related to damage type...
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07-14-2016, 11:19 AM | #64 |
Join Date: Nov 2009
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Re: GURPS Grand Unified Hit Location Table
As far as I know, the Pelvis is -3 to hit not -2.
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07-14-2016, 12:36 PM | #65 |
Join Date: Sep 2004
Location: Canada
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Re: GURPS Grand Unified Hit Location Table
Correct! That's a typo. I'll get a corrected copy uploaded shortly.
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07-14-2016, 01:05 PM | #66 | |
Join Date: Sep 2004
Location: Canada
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Re: GURPS Grand Unified Hit Location Table
Version 2.3 is up, containing the following changes.
There's a new URL, the top post and my signature have both been updated. Quote:
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07-14-2016, 01:35 PM | #67 |
Join Date: May 2008
Location: Curitiba - PR (Brazil)
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Re: GURPS Grand Unified Hit Location Table
Thank you!
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07-14-2016, 11:35 PM | #68 |
Join Date: Dec 2012
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Re: GURPS Grand Unified Hit Location Table
Thank you, very useful. One possible error I noticed: on the face sub location, you have the jaw being coveredby cheek guards. In Loadouts: LT the jaw is never covered by cheek guards and usually needs something like a bevor to cover it.
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07-15-2016, 09:56 AM | #69 | |
Join Date: Sep 2004
Location: Canada
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Re: GURPS Grand Unified Hit Location Table
Quote:
Low Tech p 112: Cheek Guards These pieces protect the cheeks and jaw.
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07-15-2016, 11:23 AM | #70 | |
Join Date: Dec 2012
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Re: GURPS Grand Unified Hit Location Table
Quote:
But, according to LT 112, a simple cheek guard gives a protective chance of 2/6, which on your unified table is the 4-5 "cheek" location. To add the jaw to what is protected by a cheek guard gives it a total of a 3/6 chance (1, 4, and 5 on a 1d6), which is more than the protective chance on LT 112. Now LT 112 says there can be larger cheek guards that protect on a 3/6 chance, but these specifically are cheek guards that also cover the ears (I believe that is location 3 on the later table). I think what happened is that LT 112 losely defines jaw as essentially the same place as the cheek, but later, when each location had to be given a discrete value, the jaw got separated from the cheek. Personally, I think the cheek and jaw should both be included in the cheek location (either a 4 or a 5, with the cheek being the other number) and the mouth/area under the nose be given the 1 place on the 1d6 roll to simulate the many helmets that seem to have covered the cheek and jaw line but left the mouth area open. But as I understand it, the latest compiled version of RAW separates the jaw from the cheeks in spite of what LT 112 seems to indicate. |
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guhlt, hit location, table |
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