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  • Edge Protection: Armor Enhancement for GURPS 4e   3 days 17 hours ago

    On the three numbered items:

    (1) Sounds fine. Though, like you, I don't know what the "right" numbers should be for any given armor. (Which is fine with me; just put some number in place, and should data ever come up to suggest a change, then change away!)

    (2) I'll stick to my guns on this one: If an attack expends some energy breaking chainmail, then what penetrates has less energy remaining. I think it becomes trickier when you envision hand-held stabs, as there's the matter of the attacker continuing or even renewing his "push" once the blade pierces armor. But for simplicity, just to mentally play with what's going on, imagine a thrown spear. If the spear barely has enough energy to break and actually penetrate chainmail, then what just manages to penetrate will logically cause little piercing of flesh.

    That said, the above doesn't mean that EP needs to absorb lots of energy; just set EP low vs the damage type in question, and the bit of edged damage converted to crushing will be low. Or, just go ahead and use "all or nothing", per your preference; while I think it's a small drop in simulation realism, it's a nice simplification, and in most cases won't yield results very different from the base rule.   

    (3) Same questions here. Again, all I can do is guess. 

    ===

    As for those three possible types of armor:

    Yes, that sounds reasonable. In fact – and I may have mentioned this somewhere on the site – in the many discussions of flexible armor and/or EP here or elsewhere online, I've been surprised that people never mention one of the things that the current flexible armor rules do offer, that EP doesn't: A damage divisor. That's essentially what the current flexible armor rule offers. 

    I think a damage divisor as an armor effect is in theory a fine thing! I don't think the current flex armor rules handle it well, for reasons outlined in the article. But the general idea could be reworked into something sound. 

    Awesomely detailed armor rules could offer three types of protection, with an attack needing to penetrate them in order:

    1) Full absorption of impact (DR). At this point, the armor is not broken or deformed at all. (Same as the first armor quality you suggest.)

    2) Dispersal and partial absorption of impact (handled as Damage Reduction). At this point, the armor is deformed somewhat. (Matches the 3rd armor quality you suggest?)

    3) Prevention of penetration only, but not impact (EP). At this point, the armor is not broken but is seriously deformed, providing no appreciable padding or spreading of the impact. (Same as the 2nd armor quality you suggest.)

    Mix up those three, and armors would get pretty darned realistic, IMO. In fact, while I think EP is perfect for extreme cases like thin impenetrable magic/tech armor, real armor might hew closer to DR + Dam Reduction than to DR + EP. For simplicity, EP could even be replaced entirely with Dam Resist, per my earlier comment. 

    Using all three of the above armor qualities might play too fussily. Using only two is pretty simple and yields better results than the current flex armor rules, IMO.

  • Edge Protection: Armor Enhancement for GURPS 4e   5 days 3 hours ago

    Short answer: I dunno!Let's leave aside the bullet damage issue -- the amount of brainpower visited on that subject by the gun nuts on the GURPS forums is frightening enough to believe it's generally OK.

    1. If DR represents "stopping all force and objects from getting through" and EP represents, "letting force, but not the damaging object itself through," it's a matter of determining a) what those numbers are for a given armor material, and b) how each damage type plays with those numbers. And I don't know what realistic values for a) and b) should be. And, c) it should be relatively simple to use in play.
    2. Without any evidence, I'm instinctively in favor of the "all of nothing" tweak for EP. If a weapon breaks through the "stopping all force and objects" hard part, the "stops objects but not force" soft part wouldn't do much either, would it? The odd detail of a stab-through-mail producing a small crushing (damage within EP) and a small impaling (damage above EP) wound doesn't seem right either.
    3. The DR and EP concept you've laid out here looks good, it's just bullets and ballistic armor that don't fit very well. How well do bullets punch through mail and plate? How well does ballistic armor protect against bats, or swords?

    There might be three possible numbers for a given piece of armor:

    • * How well it keeps its shape and rigidity; raw material strength (DR, sort of)
    • * How difiicult it is to break through to reach the wearer directly (EP)
    • * How well it disperses or absorbs force (the quality inherent to ballistic armors, also represented by DR).

    This last quality could be represented with a Damage Reduction number, but assessing realism is next to impossible, and retaining playability is quickly going out the window...

  • Edge Protection: Armor Enhancement for GURPS 4e   5 days 20 hours ago

    Let me add: I'm not saying there can't be a sensible case in which EP actually increases the damage you take. Imagine, say, some strange form of projectile that's thin and needle-like, but with high mass (maybe long and super-dense)? When it hits a hard surface, it packs a real wallop. But when it hits flesh, it passes through the flesh, dissipating very little energy as damage, and leaving a very tiny wound channel.

    Now add some armor that's super-thin and extremely flexible, but just won't let that super-needle penetrate. Instead of the projectile whizzing through flesh like a surgeon's needle, it slams against the armor, dissipating loads of energy into the underlying flesh as a massive bruise.

    Okay, maybe "sensible" isn't the word; both the projectile, and the low-DR, high-EP armor able to resist penetration by such a massive and sharp "needle", don't sound like something you could pick up at the arms dealer's. But under that semi-possible concept, anyway, suffering more damage because of EP is simply an interesting consequence of the factors involved. It's one way of reasoning that the strange bullet/EP interaction is just fine as it is.

    BUT, it all doesn't sound right to me as a model for real bullets – especially since these, even small ones, can leave good-sized messy wound channels, not needle-like tracks. That's why I'd prefer a damage mod >1 for all bullets...

    Now, putting that aside and moving on to some solution for actual game play... Maybe something like this: 

    For any attack with damage mod > 1, EP reduces damage mod to 1. That's per EP rules as written.

    For any attack with damage mod <=1, EP halves damage after applying the mod. So it turns normal pi (x1 dam) into x1/2 dam, and turns pi- (x1/2 dam) into x1/4 dam.

    That might work as a way of handling bullets etc. 

    Heck, one could even go further, and revise EP for all situations as follows:

    EP simply halves damage. For post-DR dam up to the amount of EP, apply all modifiers normally (for cut/pi/imp, for target location, etc.), and then halve that dam. 

    That lets EP provide some protection vs impales and pi+, vs pi and pi-, and even vs crushing attacks - essentially, it would offer some "padding" effect in addition to simple penetration-resistance. On the other hand, the change decreases EP's value in high dam-mod cases – for example, the dam mod for imp vs vitals drops from x3 down to x1.5, not down to x1. It all balances out to some degree. EP would retain the special effect of not allowing penetration (so that impale to the vitals would still be a massive bruise, without piercing armor and cutting flesh and introducing poison etc.). 

    Hm. What do you think?

  • Edge Protection: Armor Enhancement for GURPS 4e   6 days 7 hours ago

    I hear you, on the question of bullet damage. I rationalize it by saying that the "modifiers", if they existed, would basically even out. As in, the damage as listed represents the energy of the bullet hitting you. Then there would be a big divisor representing how little mass a bullet has, then a big multiplier representing the deep wound. Call it "high velocity tiny impaling" and be done with it :) Regarding bullets, ballistic armor and EP, you may need to come up with a fourth category for it. I don't know if the "very flexible" bucket is right because I am not sure kevlar is just a really good version of chainmail or a different substance entirely. 4/2* sure looks different from 35/5* or whatever! You could also have both DR and EP count as DR vs. bullets but that would inflate the value of ballistic armor rather than deflate it. Another idea I'm toying with is saying that imp damage always halves EP, instead of setting the EP of certain armors lower vs imp

  • MERC: Make Every Roll Count   1 week 3 days ago

    I tend to like simulationist – I guess you could call that "restrictive" – rules for combat and other physical feats. But as guidelines for the bigger picture, for keeping the broad story moving and keeping players engaged, I think MERC is a good set of guidelines.  

  • Edge Protection: Armor Enhancement for GURPS 4e   1 week 3 days ago

    Hi! I think your question is answered toward the end of the article, under "EP and bullets". In short form: 

    GURPS says impacts hurt you, and hurt you even more when sharp edges pierce flesh. That's sensible, and it's handled cutting and impaling weapons right from the game's beginnings.

    EP is a great way to model protection against those edges: With EP, the edges don't pierce, so the extra hurt isn't there. 

    Then bullets came along, and GURPS said that the impact from pi bullets hurts you... but doesn't hurt you any more by piercing flesh. 

    So EP fails to have any effect there, but that's not EP's fault. The game's pi bullets just don't follow the sensible lead set by cutting and impaling impacts.

    I've always thought bullet rules should sensibly work like cutting or impaling: some basic impact, plus a damage modifier greater than 1 for piercing flesh. (That is the case for bullets hitting the vitals – and as expected, EP works great to protect that location against bullets.) 

    But assuming no changes to bullet rules, then for non-vitals targets, you have to implement some patch to overcome that quirk and make bullets play nicely with EP. : (

  • Edge Protection: Armor Enhancement for GURPS 4e   1 week 4 days ago

    Hello! It appears this conversation is a little stale at this point, but I've enjoyed reading it nontheless!I do have a question however. It appears that the EP concept, as you've worked it out, has just made high-tech and ultra-tech armors much less effective against bullets. If EP converts pi damage to cr after DR is subtracted, what's the difference? Your nice DR 20 suit is now DR 10.Am I missing something here, or is that the point?

  • MERC: Make Every Roll Count   1 week 4 days ago

    never really did it for me. I prefer more restrictive rules. Taste, I guess?

  • MERC: Make Every Roll Count   1 week 4 days ago

    Some people thrive on it, I'm sure, but it never worked for me.

  • Game design musing: combat pacing   3 weeks 21 hours ago

    You may have seen it by now, but I review some ideas for just that, in a follow-up series to this post. The Action Point discussion is at http://www.gamesdiner.com/about_time_part3 (you'll find links in there to the preceding Parts I and II as well). 

    Anything of interest in there?

  • Game design musing: combat pacing   3 weeks 23 hours ago

    Well one thing I can see working here is using some kind of action point system where characters has a some amount of points to use on actions each round and each action cost X amount of points so the more points you have the more thing one can do in a round and maybe set it so if you have left over point you can start an action using your surplus paying what's left in their next round (but leaving them open in the mean time).Hope this makes sense/works..... 

  • MERC: Make Every Roll Count   5 weeks 21 hours ago

    I remember some old RPG sessions that started out using regular rules to let super-powerful PCs wade into armies of foes, and start taking them down... and more the next round... and the next... again and again... It got so repetitive that the GM just started hand-waving the actual rules, and decreeing that the PCs took down X enemies per round. And after some time of that, finally, it just devolved into "Okay, you wipe out the rest of them." Done.

    It might sound a wee scandalous to by-the-rules GMs, but it was good for keeping the story going (in a not-too-serious cinematic game), and good from a fictional story-telling point of view, too. That's how a good book or movie would handle such a mass fight as well: Start with some detailed scenes highlighting the actions and capabilities of all involved, and as soon as that starts dragging, condense the rest and get on with the conclusion!

  • MERC: Make Every Roll Count   5 weeks 2 days ago

    is nescesary. Assuming you can DM on the fly rather than a bunch of pre-planning. Limiting rolls is a good first step for many options buuuuuuuuut, large numbers of characters are generally a problem in any combat system. I'm with the other guy, use them as a hostile environment or pool them into a single 'swarm character' with high-powered stats to match.

  • GULLIVER rules expansion for GURPS   8 weeks 23 hours ago

    Hello Captain. Say, those tall aliens wouldn't be blue cat-people, would they?

    Average ST 13? Sounds high at first glance, especially in GURPS 4e, where that means almost 70% more lifting ability... but quick tapping on the calculator shows that they're 30% taller than the average human, and so that 30% ST bonus is spot-on.

    The 30% added ST does assume, of course, that the aliens (and their muscles) are that much thicker in width and depth dimensions, too, not just longer. If that's the case, then they should be scarily powerful. (And if they aren't any thicker, then they'll just look bizarrely lanky, with no ST bonus needed.) 

    The nice thing about building creatures on core rules for size etc. is that when players hear a description of this alien, they'll have smart expectations about its abilities (including whether it'd be smart to take one on in combat). As opposed to a game that might hand out damage dice or "hit dice" more or less by fiat, regardless of physical properties. 

    Anyway, thank you for the kind words. SJG knows of GULLIVER, but hasn't inquired about doing anything with it; I think it'd be a little tough to turn into an e23 product, as it deals with core game rules, not peripheral details like typical supplements. But I guess it'd work as a Pyramid article offering non-official design options; you're right, I should ask about that!

  • GULLIVER rules expansion for GURPS   8 weeks 3 days ago

    I decided to use GULLIVER Mini v1.1 (4e) to stat out a race that averages 7' 6" tall and discovered their average ST should be 13.  I had no idea it would be so high.  I can see I'm going to have to go back and recalculate ST stats for all my nonstandard sized races.Also your use of color, boldness, font size, etc. makes a rather dense document surprisingly readable.You should seriously consider getting this published in Pyramid or as an e23 download (if you haven't already).

  • "Magic" Skill for GURPS   16 weeks 2 days ago

    Hi PK. Actually, I didn't call anything "silly". I called the lack of any overall skill for experience with magic "funny", in the sense of a bit curious. Not up to the level of silly, and certainly not wrong!

    I also don't specify the lack of a required prerequisite skill for spell-learning as the funny bit; that idea is offered as a "how I like to do things" option, just as you suggest. The funny bit would be, again, just the long-running absence of any skill for magical understanding, even after the rules specified good uses for such a skill. From the start, the game gave mages an IQ+Magery roll to sense magic, though with no allowance for the experience of an ancient mage with a hundred spells vs that of a teen wizard with Ignite Fire. GURPS Magic later offered magical research and invention rules, but again, with zero consideration of the ancient mage's experience.

    The fun thing about magic, of course, is that any setup is perfectly valid! A particular gameworld could work like the above, pegging success in magical research to innate talent alone, with experience counting for nothing. But I think few GMs would prefer that as the system's default assumption, especially when the game offers invention rules for other fields that are all about experience. If a game had rules for inventing new chemicals that called on IQ, but made no allowance for skill and expertise with chemistry, well, I'd cheerfully call that funny.

    That's the game's past, though; Thaumatology eventually appeared (GURPS Grimoire?), and is now there to handle the magical research problem (if not the matter of sensing magic; I don't see it suggested as replacing the IQ+Magery roll for that). The skill is a good addition to the game. I should probably change the article's opening words from "GURPS is funny..." to "GURPS was long funny...".

    Re skill name: Thaumatology it is, on B225. And there's a whole book by that name too (which I don't have). Hmm, was it Thaumatology way back in Grimoire, too, or was it the Thaumaturgy that I had fixed in the brain? Either way, thanks for the correction! Will update the article.

  • "Magic" Skill for GURPS   16 weeks 2 days ago

    Actually, it's Thamatology skill, not "Thaumaturgy". As well, the name of the book is GURPS Thamatology.

    And it's not the place of the system to say, "You have to know a certain skill before you can learn any magic spells." That's the very definition of a campaign-specific decision, and should always be left up to the GM (or the author, in a setting book).

    Saying, "It's silly that GURPS doesn't require you to learn Thaumatology before learning spells, because that's how I'd do it in my game," is the same thing as saying, "It's silly that GURPS doesn't require you to know the Soldier skill before taking the Fit advantage, because that's how I do it in my game."

  • Dice pools vs dice plus mods   16 weeks 6 days ago

    Something else I'm reminded of, many rolls of a single die also start to look like dice pools when there's little opportunity for change in the target numbers throughout.

    Any game that makes you roll 10+ checks to get a result becomes very tightly bound to some specific target number that will succeed almost all the time, while 1 step harder will fail almost all the time. DnD4 suffers from this in combats even with all the possible modifiers (because the mods are effectively constant at +2 to you or -2 to opponent and are cancelling out), and their "skill challenge" rules are a disaster by being more obvious about the results and having more variation between character's target numbers.

    Games really need to let the players see they're losing a contest, and give them a way to change that relative to the unfolding situation (so you don't just throw your obvious winning option first round).

  • Dice pools vs dice plus mods   17 weeks 20 hours ago

    Thanks for the additional insights. Interesting stuff. I'll take your comments as additional support for my personal disinterest in using dice pools for my own homemade efforts. I do agree with the appeal others have noted, mainly the joy of rolling big handfuls of dice, but in the end I like the clarity of a set number of dice with a single net modifier. It's easy to understand the probabilities, and there's no dithering over whether a factor should modify TN or number of dice or both. 

  • Dice pools vs dice plus mods   17 weeks 1 day ago

    Never have seen a game that produced anything like a sensible range of target numbers, dice pool size, or required successes.

    The math is genuinely unintuitive, and the probabilities are all extremely jumpy when the target numbers move off 50% per die, especially with large dice pools.

    Then you get into designers losing themselves in the possible modifiers, without calculating how severely one can effect the others. Number of dice, target number, number of successes, ratio of success to failure, degrees of success, and so on. You end up with games were you're more likely to accidentally kill yourself by being more skilled.

    For anyone playing one: get yourself 4-6 dice to lower the chance of total failure below where you'll notice it, then do everything you can to ease the target numbers. -1 TN is almost always worth more than another half dozen dice, and you'll never have more dice than -2 TN is worth on d10's.
    If there's degrees of success, and you want rare special success results, take a couple more dice. If there's a ratio of success to failure, make sure you have an odd number of dice, and focus on minimising that target number at all costs. Never roll anything in play against high target numbers, take action to lower them first, range, lighting, magic, or whatever.

    Really, it's all just a clunky way of making very small modifiers have huge effects on your success at tasks, in ways that most people won't understand.

  • "Magic" Skill for GURPS   18 weeks 4 days ago

    Right, the default magic system lets a mage just jump right in and start with a real spell like Create Fire, with no other mystical knowledge needed. It's not wrong, of course; it's a perfectly valid way to model magic. I guess my stance is simply that a background skill for magic is so useful – and meshes so well with existing mechanics like the IQ-based roll to sense magic – that it makes for a great requirement!

  • "Magic" Skill for GURPS   18 weeks 5 days ago

    Hi Tbone,
    I do understand its not required but it seems to be there as the default of magic is to be Intuitive, vs creating Theoretical underlying system. THe way a person can learn mechanic (specific) but not need engineering.
    Like the difference between a sorcerer and the mage. The mage is more versatile but the trade off is in points emphasizing on the basic theoretical knowedge. On the other hand, the Sorcerer may have a retinue of spells but not completely understand (and thuse work these spells backwards) how they work, relying on tradition, routine and patterns instead of a process.
    Although the options you provide are great :D.

  • "Magic" Skill for GURPS   19 weeks 16 hours ago

    The sentence in the original ancient article was 

    GURPS is funny in that there are skills for each and every specific application of magic (i.e., hundreds of spells), but no skill to cover a mage's overall understanding of magic itself.

    which was true way back then (and when Thaumaturgy did come along, it was still buried in a supplement).

    For this update, I had to add one word: 

    "...no required skill to cover a mage's overall understanding..."

    The addition is easy to miss; sorry! Anyway, I believe it's correct: While 4e does nicely include Thaumaturgy as an option, it's not at all required for learning spells.

  • "Magic" Skill for GURPS   19 weeks 19 hours ago
    Quote:

    GURPS is funny in that there are skills for each and every specific application of magic (i.e., hundreds of spells), but no required skill to cover a mage's overall understanding of magic itself.

    Isn't it Thaumaturgy? Its also covered in the new Thaumaturgy Books.

  • MERC: Make Every Roll Count   19 weeks 2 days ago

    True, limiting dice rolls is just one small simplification, whereas games often have many time-consuming complexities. Combining fewer dice rolls with other combat simplifications like you mention, though, can make for a nice streamlined game.

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