[gurps] Tactical Vests and Plates.
Hal
alaconius at roadrunner.com
Mon Sep 28 13:27:12 CDT 2009
> I specifically avoided adding a roll for hit location
> bypassing armor because it would add to more rolling in
> combat (in this, every attack that hits requires another roll
> for armor). That is fine for those that want it, but not so
> fine for those that want quicker combats. However, I did add
> the optional rules in for hit location of armor, and for
> whatever reason, did not add in the 1/6 or whatever for the
> tactical plates, and in reality, the kevlar vests too (which
> in most models only protect a reduced part of the torso).
I can certainly understand that train of thought and applaud it. The
"optional" rule of rolling 1d6 and on a 1, inflicting a vitals hit when
aiming at the torso certainly qualifies as adding more die rolls to combat
rather than using the streamlined rules for combat ;)
The bit about rolling for partial coverage comes from the actual examples of
the rule applied elsewhere, which is why I mentioned the concept of rules
tinkering. Myself? I don't really NEED to get into that level of detail
unless the players want it. More often than not, they juggle the options of
including or excluding rules based upon whether they want it applied to them
equally as much as it applies to NPC targets. Usually they don't want to
lose characters too quickly...
Come to think of it, I suspect this is one reason why my current group
(around since 1983 in some cases) tends to prefer non-modern campaigns. It
is only TOO easy to lose a character to enemy fire in a moderns campaign
than it is to lose a character to a medieval fantasy campaign.
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