ronnke the last release is the 3.0.4?
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ronnke the last release is the 3.0.4?
Yes. However, I did push the release that fixed the Unspent Points out using the same version number. The fix was very minor and so soon after 3.0.4 that I didn't bother with a new release. So download the ruleset again and you will see the correct unspent points.
I'm curious about two things cited in future developments:
1 - How will the hit by body parts work?
2 - Will the items be classified as we see in the Book?
1. My current plan is to allow you to define HP by locations (if you want to). You will then be able to track damage to a location and note things such as crippled, destroyed, severed, etc.
2. For the most part, yes. Current thoughts are, general, melee weapon, ranged weapon, armor/shield, vehicle/mount, spaceship.
I do not know if it would be banned, but with this improvement, could DR be added to the damage by subtracting the rolled total?
Example: Let's say that I attack the leg of some enemy and it has natural RD of 3, I would roll the damage and would subtract this value ... and as for the damage and application modifiers on the target would be done manually.
It's too hard to implement. If you have things like split DR chainmail 3/4 or ballistic armor 12/4*, which DR do you subtract? In GURPS the relationship between damage and DR depends on several factors. It's far simpler to work this out in your head. I've been doing this since I started roleplaying back in the 80's. Not to mention, it might violate SJG policy.
I play since 90's and love, I forgot about split DR :( and yes this will be violate the SJG Policy :(
Uncle Steve give us a full and automatized GURPS on FG, please :D
Another question de HP Location will, apply modifier to hit the body part?
OK :D
I Think, that maybe woks like this:
1 - Select Token
2 - Select the Body Part
3 - A modifier is applied by the choose
4 - Roll the Skill
and.....
Wouldn't it be just as easy to:
1. Select the target
2. Select the hit location from the FG modifiers list
3. Roll the dice.