• Momentum or Kinetic Energy: Which One Pierces a T Rex’s Chain Mail on a Glancing Blow?

    Here’s a collection of online bric-a-brac with connections to this site’s gaming material: Dinosaurs and their tails Having written about both dinosaur design and tail design, I can’t help but comment on the Smithsonian blog’s report that dinosaurs may have had thicker, beefier tails than often depicted. Sounds fine to me, at least until we get that cloning process working to verify things. What does that mean for critter design? Well, nothing, really. About all I can note is that, using the above tail rules, your dinos really should go for the heavy tail option instead of the slim version – although that always sounded right for dinos anyway. Hmm,…

  • Rules Bit (GURPS): New Damage for ST

    Intro: Refinishing the table What’s wrong with GURPS’ table linking ST scores to thrust and swing damage? Nothing! It’s done its job for over 20 years, and so far no one’s gotten hurt. (Except all those on the target end of ST 14, 2d swings, of course.) But a little thing like “it works well enough” never thwarts the compulsive rules hacker! Nay, the tinkerer’s quibbles must out. First, wouldn’t it be swell if damage followed ST in a neat, linear relationship? (Necessary, no; nice, yes.) That’s certainly not the case now, where neither thrust nor swing damage follows any observable pattern connecting it to ST. Second, what’s with the relationship…

  • Rules Bit (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 very 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. That sort of mismatch can be mighty realistic, but…

  • Rules Bit (GURPS): Grazes

    Intro: “It’s just a scrape!” In action fiction, an endless succession of lucky nicks, scrapes, and near-miss bullet scratches keep heros nicely bloodied but not inconveniently dead. We can do the same in gaming, too. Even under a gritty combat system like GURPS’, it’s easy to set up such hide-saving grazes to handle heroic flesh-wounds – and, as a bonus, simulate armor deflection of attacks better than 3e’s old Passive Defense stat did. These rules are born of some old writings, but please take a new look anyway; there’s a lot of added and updated material. A note on PD Old rules on this site have long suggested tossing out GURPS 3e’s…

  • From the newsgroup files: Doing collisions right

    A recent posting on rec.games.frp.gurps gave me the chance to blather on and on about how to handle collisions in a RPG. Regarding the huge damage that Vehicles would dish out for a 5 mph collision with a car: Erm, am I missing something here? Because 5MPH is slower than walking pace and should NOT take you to death’s door! You are correct to sense something funny here. The GURPS Vehicles rule does have a big flaw. Others have made helpful suggestions, but if I can wax pedantic here, allow me to dig to the heart of the problem and set things right. You can quickly check the robustness of…