Rules Nugget (GURPS): Revised Toughness
Intro: "Go ahead, runt, punch me in the gut."
Imagine that's the growl of a hulking bully with an Olympic wrestler's build. And imagine that your physique is more that of... er, a guy who once gamed a wrestler PC. (Did you have to imagine hard?)
It's easy to imagine that your best punch to his gut – or just about anywhere beefy – simply won't hurt the guy. At all. Oh, maybe a few dozen punches would start some bruising, sure, but you don't get that chance; his first punch has you coughing up the lunch money as soon as your limbs start working again.
Using GURPS' or most any RPG's combat system, the mismatch won't quite play out as described above. It will when the bully's high damage meets your puny Hit Points; no problem there. But as long as your punch is capable of dealing some damage, you will hurt the bully – at least a point of hurt, which in GURPS is not trivial. (If your punch can roll zero damage, then you might not hurt him, true – but that roll won't hurt a weakling, either.) Most RPGs have no mechanism that lets a strong fellow shrug off minor impacts without damage.
Below is a revised Toughness trait for GURPS that represents resilience from thick muscles. It's as good as DR against crushing damage, letting a hero laugh off weak punches. Yet Toughness isn't DR; a weak knife slash will still cut you, and a stab to the heart can kill.
The rule
Purchase Toughness in levels, like DR. (See Cost of Toughness below.)
Toughness absorbs impact, and so protects only from crushing, cutting, impaling, and piercing damage types. It doesn't protect against hazards like poison, disease, acid, or fire. (When in doubt as to whether an attack causes damage due to impact or not, make a GM call or use half Toughness, rounding down.)
For impacts, follow standard GURPS procedures for handling damage: Subtract DR, and multiply the remaining basic hits for damage type and location.
Now reduce final damage by the smaller of your Toughness or the impact's basic hits (after DR). The effect is to reduce only the basic "impact" hits of the blow, and not the extra hits from edges, location, or other multipliers.
Examples
Example: You have Toughness 3. That lets you shrug off up to 3 points of punch or other blunt damage. A punch for 5 points of damage inflicts only 2 points on you.
But a 2-point edged attack will still cut you. It deals 2 points of basic impact plus an extra point of damage from cutting. Toughness absorbs the 2 points; you take the extra 1 point as damage.
Next you take a 5-point stab to the vitals, which is tripled to 15 damage. Your Toughness subtracts only 3 hits from those initial 5 basic hits. You take 2 points of those basic hits, plus all 10 extra points from the stab, or 12 damage total.
Next it's a 4-point crushing blow to the neck. Multiply by 1.5 for target location, to get 6 points of damage. Toughness subtracts 3 points; you take 3.
You now don DR 1 armor, and take a 5-point punch to the torso. DR subtracts 1 point of damage, then Toughness absorbs 3; you take only 1 point.
Next comes another 5-point stab to the vitals. DR subtracts 1 from basic hits, leaving 4. Multiply these by 3 for vitals: 12 damage. Your Toughness absorbs only 3 of the 4 basic hits; 1 basic hit gets through, as do all 8 hits of the extra impaling damage. You take 9 damage.
Setting Toughness
An appropriate default level of Toughness for any creature is ST/5, rounded down.
The upper limit is up to the GM; twice the default level is reasonable. Unnatural or alien flesh may allow higher levels (or even require it as part of the racial template).
The eyes have no Toughness.
The skull has DR instead of Toughness – essentially, its Toughness is converted to DR. (You might want to set brain DR to ST/5, the same level as suggested Toughness.)
Cost of Toughness
Toughness is less useful than DR. Treat it as a -40% limitation on DR, or 3 points per level.
Toughness essentially replaces the Tough Skin and Flexible limitations on DR (BS 47). It (and Edge Protection) act as alternate ways of handling similar effects.
Variants and options
Balancing Toughness and damage
Toughness makes it a bit harder for characters to hurt each other. That's not a big problem in play. Those characters have paid points for the defense, and it's notably inferior to DR: no matter how much Toughness you sport, a stab in the right place will leave you dead.
But with many characters stocking up on this new form of defense, you'll want to consider combat balance. If you want to boost overall combat damage a bit to compensate for common Toughness, here are suggestions:
- Encourage more strong AOA attacks, bone-crushing techniques, and bigger weapons. Also remind players that ST is more important than ever for breaking Toughness-enhanced foes!
- Use Toughness together with increased ST-based damage (see New Damage for ST below and the linked article New Damage for ST).
- See other suggestions in the above article for boosting damage, under Expanded Damage Table.
- See the options immediately following that reduce Toughness for some damage types and locations.
Toughness and damage types
Impaling or piercing damage with a multiplier of x1 (impaling to a limb, piercing, etc.) or x0.5 (small piercing) can interact oddly with Toughness (among other rules), an artifact of the strange ruling that these flesh-penetrating attacks cause damage equivalent to or less than non-penetrating blunt attacks.
To address this, halve Toughness versus small piercing attacks; this can be explained as exceptional penetration versus muscle. It helps prevent Toughness from erasing the attacks' small final damage.
Example: You have Toughness 3. You're hit by a small-caliber bullet which, after DR, inflicts 6 basic hits. Damage is halved to 3 for small piercing. Now Toughness kicks in, but only half your normal amount, rounded down to 1. It absorbs 1 point of the damage; you take 2 points.
For impaling or piercing attacks with a x1 multiplier, you could proceed as usual, subtracting Toughness from final damage (which will be the same as basic hits). That makes Toughness as useful as DR versus these attacks. But if that seems unrealistic, halve Toughness as above. This provides some wounding benefit over blunt attacks.
Toughness and location
For more detail, modify Toughness as follows (at least for humanoids):
Halve Toughness (round up) in the hands, feet, groin, and nose. There's less flesh and muscle there to protect delicate stuff. (The throat would qualify too; treat as neck with an extra -2 TH, or -7 TH total.)
Conversely, give Toughness a 50% bonus (round down) against torso attacks from the rear, thanks to big back and buttock muscles. (Waive that bonus for targeted attacks to the kidneys, spine, etc.) The same could apply to the upper chest, upper arms, and upper legs, if the attack were specified to hit those locations.
That extra Toughness is why a boxer unable to dodge blows will at least try to catch them on sturdier locations. (It's also why you'd curl up and expose your back to passively take a rain of blows. It's better than being kicked in the front... a little, anyway.)
Toughness and shock
The default way to handle shock from blows is also the easiest: Compute shock as final damage times any appropriate multiple (such as doubled vs the groin). If Toughness absorbs all damage, then there's no shock.
Another option is to calculate shock from damage before Toughness, and then subtract Toughness from shock. That's a little more complex, but allows high-shock attacks (there's that groin again) to inflict shock even when Toughness shrugs off actual injury.
Free Toughness
As Toughness is an optional purchase, you can get oddities such as the PC with all the bar-bending muscles and Hit Points of his ST 20, but who chooses to buy none of the expected Toughness to go with it. As an alternative to purchasing a suggested level of Toughness, you could include it as an innate component of ST.
Toughness equal to ST/5 (rounded down) becomes automatic for all creatures, at no cost. Buy additional Toughness as above. Or, if by chance you use some alternate scheme for ST (like this), set the cost of added Toughness to 30% the cost of added ST.
This option offers a nice consistency in character abilities: Any character creature of a certain strength will be certain to sport an appropriate (or better) resistance to injury. (Be sure to also consider the issues discussed under Balancing Toughness and damage.)
Required Toughness
As a middle ground between optional purchase of Toughness and the above free Toughness, you could require the suggested point cost for any and all Toughness, but also require that all characters purchase the suggested level (or higher). That too offers consistency in character design, at the expense of telling players where to direct some character points.
When to use it
Toughness is a tool for those GMs who want a little extra combat detail; using it consistently across characters and creatures adds a very realistic element. At the same time, hefty levels of Toughness are a fantastic way to build cinematic heroes that shrug off all sorts of bone-cracking blows, without the invulnerability of DR.
Toughness in an action hero has effects different from extra Hit Points. A few points of the latter will let the hero take an extra blow or two, but that's it; until he's healed up again, he can't take any more blows than if he hadn't bought those extra Hit Points. A couple extra points of Toughness, however, may let him take dozens more mook-level punches than he could have taken otherwise. Then again, it won't avail him much against a bullet.
Connections
New Damage for ST
The increased resilience to damage that characters gain from Toughness meshes nicely with the extra damage they dish out using New Damage for ST. Try it and see.
Edge Protection
Toughness together with Edge Protection (EP) let you model innate resilience and armor effects in great detail. As discussed therein, Toughness and EP work together in a special way: a point of each combine to form a point of DR, in both effect and cost. Head to the article for details.
Status
This is old and tested stuff which has received many positive comments from gamers over the years. The various options offered, though, get tested in one game and dropped or changed in another.
For any combination of options you use, try a little combat testing before your big game. Let me know what works for you and what doesn't!
Designer's notes
1. Toughness is actually one of the first house rules I generated shortly after meeting GURPS. It was inspired by Physical Defense (PD) in Champions or other HERO games: A defense that directly reduced damage from punches and other "non-lethal" attacks, while not protecting heroes at all from knives and guns.
HERO's PD is somewhat unsatisfactory in that it forces the game's arbitrary division of damage (and protection) into lethal and non-lethal types. GURPS' use of damage multipliers instead of binary categories offered a better solution for protection that interacts with any impact type. Toughness plays nicely with GURPS' assertion that all violent blows are "lethal" (if some more than others).
2. Old versions of these rules appeared in GULLIVER for 3e, and suggested free Toughness as the default. This version switches to suggesting a cost by default. The reason is simple: An optional purchase with a cost makes Toughness easier for a GM to drop into any existing game, without mucking up current character abilities or combat balance.
Wrapping up
Drop some Toughness on your two-fisted heroes before dropping them into the next brawl. Let them take more of the little stuff on the chin... so they can rush unscathed into the really bad dangers.
I'd like to hear how the rule works out in your game!



Comments
Thoughts on Toughness, armor, and core mechanics
I've been a fan of your Toughness for a long time. This plus Edge Protection and new ST-based damage progression make a great combo... but, it adds a lot of computation to combat, which is already teetering on the edge of "too complex".
I suspect you'd get more (or faster) buy-in if these three rules plus a new armor system were better integrated into the core mechanics. That is, rewriting the combat system to make a stronger distinction between the damaging blow (from fists, bullets, arrows, swords, but not poison, disease/death-ray, acid, or fire) and its "damage value", the crushing component, and the wounding from the type of blow (cutting, impaling, etc). That lets you point out where the three forms of DR (DR/EP/T) get applied: subtract DR from damaging blow, subtract Toughness from crushing damage, and subtract EP from extra wounding.
This would also tie in nicely to knockback calculations (based solely on crushing component) and shock penalty (based partially on damage type).
How does this ties in to a new armor system? Since EP and Toughness take care of that silliness with GURPS flexible armor or tough skin, we no longer need armor with special case values for physical blows (e.g. DR like "2*" or "5/3"), instead we pull all physical protection into a fixed three-value format like "4/0/2" (lorica segmentata) or "1/2/0" (a martial arts padded suit) or "0/0/infiite" (impenetrable magic silk shirt). Impaling attacks halve EP (rounded up).
That leaves the non-physical wounding (burning, corrosion, and toxic) to be incorporated into armor. Since those are only three values, you can just add those the above armor format - 10/0/25/3/3/0 for a tactical suit - even ignored for low-tech armors which won't have any values.
Some other thoughts on how to rework the armor format...
Then there's the weirdness with small piercing doing 0.5x damage and impaling to the limbs doing 1x damage. It's awkward, especially with the Toughness rules. We have to have a way of showing that those aren't deadly but will still hurt. Ok, so if we're redesigning the whole combat mechanic anyways, why don't we adjust HP and damage so no one has to do divide by 2, round off, subtract, etc... we can double (or triple) HP across the board (HP = ST x 2), adjust some basic damages and most damage-type multipliers. Bullets will be the most changed, because we give them low damage dice but high wound multiple. That also takes care of the special case for bullets and knockback since their crushing component is so low it will hardly affect anyone.
Gaming armor
I've been a fan of your Toughness for a long time. This plus Edge Protection and new ST-based damage progression make a great combo... but, it adds a lot of computation to combat, which is already teetering on the edge of "too complex".
Glad you like them. Re complexity: Well, the new ST Damage doesn't add or take away anything there. But as for Toughness (Tgh) and EP, yes, like any added combat option, they add complexity – though not as much as "two new armor statistics" would appear.
First, they also do away with existing complexity like flexible armor and Tough Skin. Second, Tgh and EP combine to form DR, so no target will have three protection stats; it'll have DR, plus either additional EP or additional Toughness. Not all three at once.
I suspect you'd get more (or faster) buy-in if these three rules plus a new armor system were better integrated into the core mechanics. That is, rewriting the combat system to make a stronger distinction between the damaging blow (from fists, bullets, arrows, swords, but not poison, disease/death-ray, acid, or fire) and its "damage value", the crushing component, and the wounding from the type of blow (cutting, impaling, etc). That lets you point out where the three forms of DR (DR/EP/T) get applied: subtract DR from damaging blow, subtract Toughness from crushing damage, and subtract EP from extra wounding.
My exact thought when writing up Tgh: "You know, all damage should be rated on an impact component and a damage multiplier. The former would instantly answer questions about penetration, knockback, etc., with no special rules for certain damage types. Both components together would make things like EP and Tgh work easily for all damage types."
So I agree that it'd be an obvious improvement, if one were to rework such basics from scratch.
How does this ties in to a new armor system? Since EP and Toughness take care of that silliness with GURPS flexible armor or tough skin, we no longer need armor with special case values for physical blows (e.g. DR like "2*" or "5/3"), instead we pull all physical protection into a fixed three-value format like "4/0/2" (lorica segmentata) or "1/2/0" (a martial arts padded suit) or "0/0/infiite" (impenetrable magic silk shirt). Impaling attacks halve EP (rounded up).
Are those three values DR/Tgh/EP? I haven't considered *armor* as having Tgh; I'm not sure what that would represent. As an inanimate object, armor doesn't suffer a damage multiplier to begin with, and to any extent that armor absorbs impact, it should also prevent edge penetration (meaning DR not Tgh)... I don't know, I can't think of a meaningful example of armor Tgh. Also, any combination of armor Tgh and EP would have to be converted to DR instead... though I see that's not a problem in your examples, where either Tgh or EP is already 0.
In short: Unless I'm failing to see a good reason for armor Tgh, I rate armor using only DR and EP.
As for your remaining armor suggestions: At quick glance, it all seems a very interesting reworking. I agree that it's nice to have all needed info spelled out in stats, rather than case-by-case footnotes. Polished and tested, it'd make for a good Pyramid or fan site article.
Then there's the weirdness with small piercing doing 0.5x damage and impaling to the limbs doing 1x damage. It's awkward, especially with the Toughness rules. We have to have a way of showing that those aren't deadly but will still hurt. Ok, so if we're redesigning the whole combat mechanic anyways, why don't we adjust HP and damage so no one has to do divide by 2, round off, subtract, etc... we can double (or triple) HP across the board (HP = ST x 2), adjust some basic damages and most damage-type multipliers. Bullets will be the most changed, because we give them low damage dice but high wound multiple. That also takes care of the special case for bullets and knockback since their crushing component is so low it will hardly affect anyone.
I agree, too, that bullets arguably call for better handling. It's an old discussion, and I remain in the old camp of "Give bullets modest basic hits, high damage multipliers, and an armor divisor".
Regarding the x0.5 dam multiplier for small piercing, I too think it's weird... though before saying so with certainty, I'd like to ask the 4e designers what the intent is. Say a small but high-tech bullet were to, an inch before impact, magically sprout a medallion-sized force-field "shield" in front so its damage became crushing. Do the designers say that this flat bullet, intentionally and logically, will inflict more damage than one bullet piercing flesh? (I'm open to the argument.) Or is it just a case of "Yeah, it's not ideal, but we had to reduce damage below that of regular bullets, and those canonically had a x1 multiplier. Not much choice."? I'm curious as to which it is.
Assuming it's not ideal, the triple HP suggestion would be useful, as you say, in avoiding small multipliers. In fact, someone just wrote to me w/ the idea of setting HP to ST x 10. Together with the New Damage Table, that allows something interesting: basic damage becomes ST dice.
... And by that point, the combined ideas above are straying into a serious departure from the existing game. But all are interesting ideas to play with.
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