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[Sci-Fi] Combat in varying gravity?

Started by Kiero, April 19, 2025, 11:01:38 AM

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Kiero

What are the effects of the various sorts of combat (firefight, melee, etc) in gravities other than the standard 1g?

I'm talking about both higher and lower gravity, as well as microgravity. What games make an attempt to model the effects?
Currently running: Tyche\'s Favourites, a historical ACKS campaign set around Massalia in 300BC.

Our podcast site, In Sanity We Trust Productions.

HappyDaze

Cyberpunk had a sourcebook detailing this. Eclipse Phase has it in the base rules. A Time of War, the BattleTech RPG has this too. I don't know GURPS that well, but an associate of mine loves it and says the GURPS rules are better (at everything, if you listen to him tell it).

orbitalair

Index Card rpg, kind of, various critters and suits can 'walk on any surface' very helpful in low to zero g.

the rest would be just seat of the GMs pants.  hey its OSR....

David Johansen

I think, generally, the GURPS rules are a bit too fiddly with all the Gee Tollerance and Gee Experience advantages and skills.

Overall, I'd have high gravity cut ballistic weapon ranges to 3/4, bipedal movement rates to 1/2.  Vehicle loads would basically double so the acceleration would be halved but the top speed would probably be the same.  Falling damage is doubled.  Acrobatics is attempted with heavy encumbrance.

In light gravity moving more than half speed risks loss of control. Ballistic weapon ranges might be 50% greater though there's probably a learning curve getting used to it.  Traction is generally poor.  Dust clouds are easier to raise and stick around longer.  Falling damage is halved.  Acrobatics are harder until you get used to the gravity and then easier.

In zero gravity, if you lose control while moving, you probably don't come back down.  Ballistic ranges are unlimited and direct fire only.  Falling damage doesn't really exist but you can really slam into things in any direction, jump too hard and you'll hit your head on the roof.  Acrobatics are tricky as many of them involve landing and you won't be doing that here.

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zircher

I'd simplify it to addition range penalties for ballistics until you have trained in that particular gravity well or have sighted your weapon in.  Of course, some folks already train for that like snipers or they have ballistic computers to calculate the offsets.  Any 'smart' gun probably can measure and calculate trajectories on the fly.

Kiero

Here's the kind of thing I'm wondering about. You're having a brawl in 1/3g.

How much of the force of blows actually causes harm, and how much is turned into motive force instead? How does that affect being able to stay grounded (magnetic boots would be vital, assuming you're on a deck)?

What differences would acclimation to different gravities insert into things? In the above you have one combatant who's from 1g fighting someone who's from 1/3g. They're going to be stronger and probably more durable. Would they be tossing the other person around with ease?
Currently running: Tyche\'s Favourites, a historical ACKS campaign set around Massalia in 300BC.

Our podcast site, In Sanity We Trust Productions.

Johnny Utah

For zero g/ micro gravity, I usually just worry about whether they are wearing magnetic boots (half speed, no running, but can shoot and fight more easily) or floating along (risk of spinning out of control from combat)

That's about as complicated as I want to get