03-06-2022, 04:50 AM | #1 |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
Inspired by Douglas Cole's Conditional Injury, but applying the logarithmic concept to every part of the GURPS damage process except recording injury, my system makes resolving damage quicker and easier.
Provisional name is 'Sort-Of Logarithmic Improved Damage System' or SOLIDS. Features:
Drawbacks:
Anyway, here's the link (125 kB PDF): https://drive.google.com/file/d/1rxt...ew?usp=sharing
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03-06-2022, 07:31 AM | #2 |
Join Date: Jun 2013
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Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
I like it, although something seems off. I decided to see what would happen if an unarmored, HP 10 character took a hit from a 2d+2 pi weapon (like a 9mm pistol). That would average around 7 HP Injury in the default rules, but I'm getting an average of 4.67 DP, which is off by around 1 SSR. You currently have a result of 1-2 on the damage roll be equal to 1, then 3 is 2, and it's +1 SSR beyond that; I think having 1 -> 1, 2->2, 3->3, 4->5, and so forth, following SSR, may work better (above, this gives us exactly 7 DP as an average).
(EDIT: Also, I'd suggest a damage result of exactly 0 DP to result in -1 Shock but no Injury, like a Severity -6 Scratch in Conditional Injury) (EDIT2: Math error - 2d+2 pi should average 9 HP Injury, so the initial results were off by around 2 SSR. When I get some time later I'll run some tests vs an HP 10, unarmored character, to see how far off other damage results are) Also, I notice it looks like you have opted to use SSR rounded down (so 4 becomes 3), rather than GURPS' normal trend of rounding SSR up (so 4 becomes 5). I think for consistency's sake, maintaining the "round up" trend for SSR would work better. I'll also want to take a look at how this impacts muscle-powered weapons. The loss of resolution has the potential to have significant impacts there, where differences tend to be around +1 to damage. I do like that this allows Swing to simply be +1 DV compared to Thrust, however, and that things like Weapon Master (which seems like it's basically just +1 DV) no longer have large breakpoints when Striking ST is involved.
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GURPS Overhaul Last edited by Varyon; 03-06-2022 at 07:41 AM. |
03-06-2022, 09:17 AM | #3 | ||
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
Thanks, Varyon. I tweaked numbers repeatedly as I was writing it, so it's very possible that my assumptions about what damage value equated to what drifted by one or two points as I did. If the issue can be fixed simply by reducing all Toughness Ratings by one or two, that is easily done, at least.
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However, it might be better to just stick to a consistent standard and tweak the results for balance on a case-by-case basis.
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03-06-2022, 11:30 AM | #4 | ||
Join Date: Jun 2013
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Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
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(EDIT: That last bit was poorly written. Shifting by 1 step - making characters with HP 10 have TR 10 - still has average wounding less than RAW. Shifting a further 1 step makes average wounding be more than RAW. For the curious, the currently-presented system puts average wounding around 50% of RAW, shifting 1 step - my suggestion of reducing TR by 1 - puts it at around 87% of RAW, and shifting 2 steps puts it at around 135%.) And, yeah, one issue you can run into when making systems like this is at the breakpoints.
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GURPS Overhaul Last edited by Varyon; 03-06-2022 at 01:55 PM. |
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03-06-2022, 12:22 PM | #6 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
Looks a lot like my perpetually WIP system. I'll have to tear into it later.
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03-08-2022, 10:44 AM | #7 |
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Join Date: Mar 2012
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Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
Why do you add four to the modified damage value if the armor value is 0? What if the damage value is 2?
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03-08-2022, 12:26 PM | #8 | |
Join Date: Aug 2004
Location: United Kingdom of Great Britain and some other bits.
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Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
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If DV = AV, then the DR is roughly sufficient to stop an average damage roll in the standard system, but high damage rolls might still get through. I treat this as about 20% of damage getting through. If DV=AV+1 then in the standard system, DR would stop roughly 2/3 of average damage. I treat this as about 33% of damage getting through. If DV=AV+2 then in the standard system, DR would stop roughly 1/2 of average damage. I treat this as about 50% of damage getting through. If DV=AV+3 then in the standard system, DR would stop roughly 1/3 of average damage. I treat this as about 67% of damage getting through. If DV=AV+4 or better, then less than a quarter of the damage would be stopped by DR. Since that wouldn't be enough to drop most damage into the next step of DV down, I treat this as 100% of damage getting through. Think of it as actually being -4, -3, -2, -1, or -0 instead of +0, +1, +2, +3, or +4. Because those values are the same, only shifted up by four steps, I can treat them as equivalent by just adjusting some other value by four steps. Because AV 0 is no armour at all (as opposed to what it 'should' be in a true logarithmic scale, which is about equivalent to one-third of a point of DR) it offers no protection, so the maximum bonus (equivalent to no penalty) always applies.
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03-08-2022, 12:38 PM | #9 | |
Join Date: Jun 2013
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Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
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Arguably, human skin (+ normal clothing) should have somewhere around DR 0.3 or 0.5. for AV 0 (rather than AV -∞) or AV 1. However, handling it that way would result in 1d-5 being unable to harm a typical character - DV 1 vs AV 0 means effective DV 2, TR 10 reduces this to DV -8, and even a maximum damage roll does nothing. 1d-4 is in better shape, but still a bit low - DV 3 vs AV 0 means effective DV 6, TR 10 reduces this to DV 4, so a roll of 5 or 6 results in damage 1 or 2, each of which are -1 to DP (instead of those two being 1 and 2 HP damage, RAW).
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03-08-2022, 02:01 PM | #10 | ||
Hero of Democracy
Join Date: Mar 2012
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Re: Heavily modified (logarithmic) damage system for GURPS: feedback wanted!
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Since we're already using tables and bumping things numbers up from the Size and Range table, I'm curious if a different bump number isn't desirable.
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damage, house rules |
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