09-24-2023, 01:09 AM | #1 |
Join Date: Oct 2022
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[Conditional Injury] Supplementary hit locations
Hi all,
I have started to work on using the Conditional Injury system together with the hit locations of all the supplements (Martial arts, low tech etc - Bruno has shared a very neat and comprehensive summary table). I am curious if anybody did this already, and the approach followed. While the severity thresholds convert to HP fractions easily, for each location there are interesting choices related to tracking its wounds separately as for a new location, just apply the wound as the "container" location with some extra effects, or extend the rules for the eye, in terms of, bleeding and injury accumulation, and gross effects, and last . For instance the game can change if you consider a hit to the nose just a face hit, just adding that a Sev -4 the nose is broken, or that the nose is an independent body part with a gross effect modifier of +4 until crippled, because of bleeding and gross effects. Bleeding modifiers for the new locations I think can be extrapolated by comparing the ones that the systems have in common |
09-26-2023, 06:20 AM | #2 | ||
Join Date: Apr 2005
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Re: [Conditional Injury] Supplementary hit locations
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You could create a mechanic for "overpenetration" for such hit locations. E.g., just like excess damage to the Eye with impaling goes to the Brain, excess damage to the Nose goes to the Face and ultimately the Brain. If it's not a sure thing that excess damage continues on, just give it a chance of continuing on 1d, but apply the opposite chances from normal Face armor protections. E.g., nose armor normally protects the face on just 1 on 1d, so there's a 5 in 6 chance that excess damage from the nose goes to the Face. Quote:
If you want to get a bit more complex, estimate bleeding based on distance to a major artery or blood vessel. In any case, the farther you get from the torso and the more you can isolate the wound the less severe the bleeding. |
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10-01-2023, 01:47 AM | #3 | ||
Join Date: Oct 2022
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Re: [Conditional Injury] Supplementary hit locations
Hi, thanks for your inputs,
Quote:
I think that in default GURPS style there is no need to track penetration to the brain - as you can kill someone with a mortal wound (Conditional Injury language) on the face, I think it is contained in the narrative that such an injury is deep and may have indirectly resulted in skull or neck damage, but I guess there is no need to track it. Other systems handle this differently and in detail, such as Trauma, but plugging it into all the details that MA already handles, by "staying Gurps-y" requires some effort. However, what I was referring to more in detail is that, in Conditional Injury, if the nose is just a modifier to the Face, adding "broken/lapped off" nose for sufficiently severe wounds, it still requires roughly a 1/2 HP injury to cause a real face Maj.Wound, while crippling the nose (1/4 HP, or Sev. -4) once cripples it with the usual Maj.Wound effects. However, if the nose is an independent CI hit location with Gross Effect modifier of +4, it requires basically HP/8 to cause a major (nose) wound, that is negligible on the face, plus the nose in general is an extra source of bleeding to be accounted for independently from the face (as in CI). This could be desirable, as a nose punch even insufficient strength to break it (1 dmg) can still result in a knockdown and stun of few seconds, and sounds about right. Furthermore it is basically negligible on the face (Severity < -6), leading to a nice emergent behavior. However doing this for all Martial Arts and Low Tech locations might be a lot of book-keeping, so I wonder if this would be intended by the authors, esp. considering that multiplying the number of hit location means to track bleeding for each one independently, and that some hit locations (i.e. abdomen) basically cease to exist in the random sublocation hit tables. Quote:
Last edited by Kaslak; 10-01-2023 at 01:54 AM. |
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10-01-2023, 01:33 PM | #4 | |||
Join Date: Apr 2005
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Re: [Conditional Injury] Supplementary hit locations
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Bleeding from different hit locations shouldn't be tracked independently. It should all be summed up into one overall bleeding rate. Not only does that make for simpler rules, it's also realistic. Blood lost from different hit locations is all blood that isn't in the right places to do its job. |
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10-02-2023, 02:07 AM | #5 | |
Join Date: Oct 2022
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Re: [Conditional Injury] Supplementary hit locations
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Summing up ratios in CI (if I understand correctly what you mean) would reduce bookkeeping (even though weighting different locations according to the modifiers would require some number crunching), but the consequence of increasing the number of locations still applies. If a pelvis wound is just an abdomen wound with a special effect (crippled leg on > HP/2, or Severity. -2), can result in would accumulation with other abdomen wounds, so possibly a severity increase (so increase severity, thus increase penalty on HT roll,) but at the same rate of loss (single roll in RAW also). With two sub-locations you would sum up the rates (or, RAW roll twice) for one abdomen and one digestive tract wound, for instance... My take on this is as CI (RAW) increases already the number of rolls compared to MA, probably one should keep locations aggregated and treat sub-locations with special effects, unless results get wonky because of extreme differences (better imho to keep the arm vein arteries separate from arm and arm joints in terms of bleeding and gross effects applied) or if some interesting mechanics is sought for with the gross effect (e.g. the nose with low threshold for major and reeling wounds) |
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10-02-2023, 06:54 PM | #6 | |
Join Date: Apr 2005
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Re: [Conditional Injury] Supplementary hit locations
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The only reason to track internal bleeding from different locations separately is if you're playing GURPS Trauma Surgery and someone needs to make an executive decision as to which bleeding injury to stop first. Even then, there's usually medical protocols for treatment priorities and it's fairly easy to determine which injury is the most life threatening based on amount, color and location of blood. |
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