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[Proposal] Slight alteration to ADD layout
As I see it, the "damage" workflow in GURPS interacts in 5 broad categories: Basic Damage, Damage Resistance, Penetrating damage, Wounding Modifiers and Injury
In order to facilitate parsing and speed of use, I propose a set of small changes to the ADD layout.
Mostly i moved checkboxes around so they were closer to the "category" they affect; also, since Damage Reduction is a form of Injury Tolerance, I believe it should be grouped there as well.
Ideally I believe this could result in less mouse travel and faster speeds using the tool. Here's a crude mock-up:
I'd be interested in hearing what you think.
Cheers!
I'm incorporating some of these changes, and the spirit of these changes, in the v1.0 version which is upcoming.
Is there an opportunity here, @mjeffw , to adjust hardened armour slightly? Often it's worn in layers with armour that's not hardened, so when selecting the level of hardened armour it would be great to be able to also stipulate how much DR is hardened and whether it's before or after armour that isn't, so the system can calculate the damage correctly?
@Farmeroz I think that there is an opportunity to add layered armor and the ability to set each layer as Hardened or flexible or ablative... The complexity is such that it's going to take me a while to intuit a good approach for doing that. So maybe not in the first v1.0 release, but I will certainly be working towards that.
@Farmeroz I think that there is an opportunity to add layered armor and the ability to set each layer as Hardened or flexible or ablative... The complexity is such that it's going to take me a while to intuit a good approach for doing that. So maybe not in the first v1.0 release, but I will certainly be working towards that.
Understand - that sounds good doing it as proper layers, and I forgot about ablative! Thanks as always :-)