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#1 |
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Join Date: Feb 2006
Location: Not in your time zone:D
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If the reduced damage is more realistic, would a quick and dirty retcon be that anything >4mm but <8mm rated as pi due to velocity should have been pi- after all?
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes Last edited by jacobmuller; 07-01-2012 at 01:53 PM. |
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#2 |
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Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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There is a difference between pi/2 and pi-, lets say a damage of 14 in average joe, if it is pi/2, I do 7 damage, if it's pi-, I do his HP at maximum, so, 10, 10/2=5
So, if it's pi/2, I can do up to HP damage, if it's pi- I can do up to HP/2 damage. |
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#3 | |
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Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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You can get similar results by capping base damage after penetration by implementing a version of a blow-through rule in your games. I don't know that I'd go too far down the realism/unrealism pathway here. If you want a 6.8x43mm bullet to do 3d(2) pi instead of 6d pi, this probably won't break anything. One of the things I DO like about it is that without any funky gymnastics, it means a heavy duty sniper rifle will vary from about 3d+2 (2) to 6d (2), both of which are nasty enough to KO a typical guy with a shot to the torso; the second is enough to kill instantly with the same shot. You will have a much-reduced tendency for "extreme dismemberment" of course, since base damage and injury are lower. Not necessarily a bad thing.
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#4 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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Realistically, it should probably be something like:
Quote:
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#5 |
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Join Date: Feb 2006
Location: Not in your time zone:D
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Yeah, daft question - I don't know where my head was when I posted it and I was glad to see it being lost in the rush of more reasonable queries.
Aside from that, @gilbertocarlos: are you referring to the optional wounding rules from High Tech pg162 Body Hits: if using Bleeding, injury can't exceed HP? Wouldn't 2d(2) pi, or as you put it pi/2, and 4d pi- have the same wounding effect due to the limit being based on injury? (unless you hit the Vitals).
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes |
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#6 | |
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☣
Join Date: Sep 2004
Location: Southeast NC
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Against torso: 4d pi- is (4d-DR)/2 - Average 7-DR/2Roughly speaking, equivalent. Against vitals: 4d pi- is (4d-DR)*3 - Average 42-DR*3Very much not equivalent. If you went with the "small caliber weapons are pi- regardless of projectile velocity" rule, it would not effect vitals hits in the least. That may suit your needs, if you want to make regular wounds more survivable but leave vitals hits terrifyingly deadly, but just be aware of the effect.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. Last edited by RyanW; 07-02-2012 at 06:10 PM. |
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#7 | |
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Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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The main reasons are: A 5.7 have very good penetration, but do low damage, while a .45 have a worse penetration, but can do a much more serious wound. |
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#8 | |
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Join Date: May 2008
Location: CA
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I do agree that it should be 'penetrating damage is capped at 1xHP', though. |
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#9 | |
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Join Date: Aug 2004
Location: In the UFO
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The reduced damage isn't so much "more realistic" as differently realistic. Its primary goal was to reduce fatalities among characters while preserving the realism of penetration calculations. It is *perhaps* more realistic in reducing non-vital torso hit fatalities. It is probably more elegant to do it by reducing damage (or going to pi-, if you prefer) as this obviates the need for additional layers of things like "blow through" rules (as in 3e) which add further complexity and problematic special case issues. (E.g., the 3e blow through rules which based it on HP essentially made HP meaningless at a certain level: the more HP you had the more damage you took, etc. Probably better to set that on SM if go there.) The HT blow-through type rule is better, but still problematic. It is also arguably more elegant to roll fewer dice especially when you may be scoring multiple hits from automatic weapon. Moreover, the very high raw dice totals assigned to guns are a bit of a system aberration compared to the smaller totals assigned to melee attacks. Of course, it's also cleaner to not have armor divisors so it's a bit of a wash here. (A side effect is that if using the system to build gun-like powers with points it will be slightly cheaper to emulate guns.)
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Is love like the bittersweet taste of marmalade on burnt toast? |
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#10 |
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Join Date: Feb 2005
Location: Berkeley, CA
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| Tags |
| high tech, high-tech, low tech, pyramid, pyramid 3/44 |
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