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11-30-2021, 12:05 PM | #1 |
Join Date: Sep 2014
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Vehicle hit points
Pretend you’re in charge of choosing the hit point system for GURPS Vehicle Design. Unlike David Pulver in the real world, you have no mandate to be even slightly consistent with established 4e vehicle stats, but do have to remain consistent with the rest of GURPS mechanics and weapon damage values. You can choose any of the existing systems or build your own.
3e: multiply surface area by 1.5, with a 0.1x to 2x modifier based on frame strength. Cars have around 200 HP, an SM +10 space cruiser might have around 150,000 HP. 4e: multiply the cube root of empty weight by 4. Cars have around 60 HP, the same space cruiser has around 1,000. Unused 4e (from Pyramid “Extreme Damage”): multiply the square root of empty weight by 1.7. Cars have around 100 HP, the space cruiser has around 7,000. Damage never changed from 3e to 4e, but vehicles are anywhere from 2x to 150x or more easier to destroy. I know there’s lots of ways to mitigate that via house rules, but suppose you were staring over: what kind of HP formula actually makes sense for vehicles and makes them appropriately easy or hard to kill? |
11-30-2021, 12:32 PM | #2 |
Join Date: Jun 2013
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Re: Vehicle hit points
My own ideal would be to have a Frame for each vehicle, which is what determines if the vehicle is physically destroyed, and everything else is made up of separate locations that are damaged on their own (albeit with some possibility of bleed-through)... but I suspect that would end up being a bit complex in play.
From what's available, I'd probably go with the 4e default, but use something like Conditional Injury so damage doesn't accumulate so quickly (a 120 damage collision* being able to destroy that car is probably fine, a few dozen 1d arrows doing so probably isn't). *On that topic, revamping of how HP interacts with collisions would be in order. As it stands, a catapulted cow does half as much damage as it would if you killed it first (Unliving objects have twice as much HP as living ones), or only 1/4th as much damage as if you butchered the cow and wrapped up the remains in a burlap sac (Homogenous objects have 4x as much HP as living ones).
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GURPS Overhaul |
11-30-2021, 01:01 PM | #3 | |
Join Date: Jul 2008
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Re: Vehicle hit points
For the original question, I don't think you can really make one number solve the overall problem. 200 HP and 60 HP are both wrong if you're destroying a car by shooting small arms through its passenger compartment...
Really, not sure HP are a good solution for vehicles at all, and not sure exactly what problem we want them to solve. Quote:
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 11-30-2021 at 01:13 PM. |
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11-30-2021, 01:18 PM | #4 | |
Join Date: Jun 2013
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Re: Vehicle hit points
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But, yes, often a vehicle would be rendered unusable long before the Frame gave up the ghost.
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GURPS Overhaul |
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11-30-2021, 01:32 PM | #5 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Vehicle hit points
I would use the 4/e rule, because I use it for characters, and I don't want incompatible mathematical models in the same game.
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Bill Stoddard I don't think we're in Oz any more. |
11-30-2021, 01:48 PM | #6 | |
Join Date: Aug 2007
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Re: Vehicle hit points
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That's for realistic games too. A practitioner of the Sumo Wrestling Slyle from MA could have 40 hp. Thats as much as a small car. If I thought vehicle or lare animal combat was likely to come up in an important fashion in a prospective game I was running I'd be very likely to fix it some how.
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Fred Brackin |
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11-30-2021, 02:35 PM | #7 | |
Join Date: Jul 2008
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Re: Vehicle hit points
I don't think anything says 20 HP is the limit for a 1000 lb bear. It's just the baseline for one in the same way that 10 HP is for humans.
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It's probably true if your vehicle has a structural frame, you can't replace it in the sense of pulling it out and swapping another in while leaving everything else in place. Because while its out everything else can't remain in place, at a minimum. You can replace it in the sense of getting a new one and migrating all the insides over though. Or replace it piecewise in place.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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11-30-2021, 05:29 PM | #8 | ||
Join Date: Jun 2013
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Re: Vehicle hit points
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Of course, I'm also not certain exactly how such a game system would work. It's more something I'd like to see than something I'd like to come up with myself, if you take my meaning. Quote:
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GURPS Overhaul |
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11-30-2021, 07:06 PM | #9 | |
Join Date: Feb 2005
Location: Panama
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Re: Vehicle hit points
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I like that, and many other details of 3ed Vehicles, but it is a lot more complicated and I can understand why most people don't want that to return. |
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11-30-2021, 09:26 PM | #10 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Vehicle hit points
I'm tending towards the rule from The Path of Cunning, combined with the reduction in damage for attacks vs very large targets from Keeping Large Vehicles Alive (Pyramid 3-34, Eidetic Memory) which I would also consider applying to Tight-Beam Burning attacks, treating them as if they are impaling.
Also, Spaceships gives ships about 50% more dHP than you'd expect from their mass (i.e. it moves them one step larger on the Range/Speed table, which is the progression it uses for dHP). I take that as being a reflection of compartmentalisation, etc. and am considering a similar bonus to any vehicle that has features such as good compartmentalisation, trained damage control crews, vehicle-wide automatic fire suppression, and so on. It's possible all three of these measures together swings too far the other way, and the second measure won't stop giant mecha with swords carving each other up very quickly.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
Tags |
the path of cunning, vehicles |
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