Showing posts with label GURPS Sports. Show all posts
Showing posts with label GURPS Sports. Show all posts

Wednesday, August 28, 2024

GURPS High Dives and Cliff Diving

 I have a character in a campaign who is part water spirit and one of his gimmicks is being a great swimmer and diver, also a water mage sailor.

For reference he has Swimming -17; Amphibious; Breath Holding 2; Catfall (Accessibility, only to land in water, -50%); Temperature Tolerance 2; and the perk Smooth Diver. The latter lets him dive without making a splash.

We came across a cliff over the water outside town and he wanted to cliff dive from it. The skill penalty appeared to make this an impossible task. Since it was a 100 yard tall cliff that irked me a bit but not by much as it is a ridiculously high height to jump form. However, it appeared that normal heights also seemed way too hard to do. So I went to the forums!

After a few days reviewing the rules and discussing them on the Steve Jackson Games GURPS forums I came up with a reasonable chance at making more normal cliff dives.

The results are....

GURPS Diving

Quoth, p.B431 "When striking water or a similar fluid, a successful Swimming roll (or vehicle control roll, if “ditching” a vehicle) means a clean dive that negates all damage. This roll is at a penalty for
velocity; use the speed penalty from the Size and Speed/Range Table (p. 550)."
Normally it says to read the speed as column 3 on that table, so this wording led me to use column one instead.  At least two others feel that the normal usage is what was intended and I am going with that.
I might ask the line editor when he is back from vacation to be sure and to see if errata should be submitted.
So what is our penalty?
World Record is 60m (-36 skill original way or (-9) the other way)
Standard dive of 85-92 feet (-25 or -26) or (-7).
Reality check thus says use the more typical number.
Highest dive from a diving board is 192'10"* for (-8 to skill)
*Lazaro "Laso" Schaller (Switzerland/Brazil) in Maggia, Ticino, Switzerland, on 4 August, 2015. 
90' dive (Skill-7)
10m dive (about 33 feet) (Skill-5)
3m dive (Skill-4)
Standard diving boards (spring) from 1 to 3m high. (Skill -0 to -4)

If you make the skill you take no damage, fail and you take falling damage into a soft object. At these heights its unlikely to kill you, though the higher dives may very well knock you unconscious so better have someone in the water to rescue you!
Catfall subtracts 5y from falling distance, a great help[ at lower dives and about a +1 effect at higher distances. more importantly it allows a DX roll to grant half damage if you fail that clean dive Swimming roll.

Swimming is used to avoid damage and to move around in the water after your dive.
Sports (Diving) lets you know the rules for the sport, trivia such as record holders and famous diving spots, and perhaps most importantly to look good when diving. Use it or Acrobatics to do things like flips, tucks, and somersaults when diving. Modifiers as per Acrobatics, +1 for Perfect Balance, +2 for 3D Spatial Sense.
High Dive (H) is a technique that lets you buy off the penalty to Swimming when making a dive to avoid damage.

Catfall with Accessibility, only to land in water, -50% is a bit more realistic than regular Catfall so may be more easily allowed in a noncinematic game. Make no mistake, its still cinematic though!

A high diver will need Swimming and can benefit from Sports (Diving), a level of Temperature Tolerance for cold water, Fit or Very Fit, high HT and DX, and perhaps First Aid, Hiking, or even Climbing to get to out of the way spaces.
At Swimming -5 for an Olympic level athlete I think GURPS Diving is reasonably good at letting your character play a great athlete even in a realistic campaign.
Alien or non realistic campaigns may consider Amphibious, DR (Tough Skin), Breath Holding, and a few other things to spice it up.

Special Thoughts

At least 12 feet of water is advised for high dives and clear water is best to help avoid obstacles like high rocks or see other swimmers.
Telescopic Vision can help see what you are diving into from high above.
Good quality equipment and conditions such as a good platform, minimal wind, and clear area  might be good for +1 to +2 quality bonus.
Use Time Spent to help with those tougher dives. Though in a sport your unlikely to get more than a minute to set yourself up.
This is just another example of how GURPS can add to your campaign by giving players or NPCs something cool and fun to do without a lot of special rules or handwaving.



 

Tuesday, July 23, 2024

GURPS Golfing

Watched Rising Impact, an anime on Netflix about golfing recently and decided to stat out Golf.
Sports (Golf) is an Average DX based skill.
The goal is to hit a ball into the hole in as few shots as possible.
There are three main types of swings in golf, the Drive, Slice, and Putt respectively.
.Average driving distance is 200 to 224 yards.  (ST 10 or 11); 70% of amateur golfers hit 250 (ST 12 to ST 13), Average PGA distance in the 2020's is 300 yards (ST  15) with the longest drive in history 787 (ST 39!). Various factors, especially wind can make a big difference in distance.
So lets set Driving distance at ST*20

Putts dramatically fail outside of 10 feet. A golf hole is 4.25" in diameter (SM-7) with -1 to hit at 9 feet, so that works. Skill 12 would be 5 or less under 9 feet to hit the hole. But Aiming should apply for +3 and club quality for Acc 1 (fine clubs) or Acc 2 (Very Fine).
A professional could get the +4 routine task modifier for another +4 (newcomers might cave under pressure and not get that).
So we have target -7, Aiming bonus of +3 to +5, routine for +4 meaning against a skill 12 we get an effective skill of 12 to 14 depending on club quality.
That works out rather nicely!

 A slice is the ball curing towards the dominant hand due to a slight spin on the ball. Normally you do not want to slice, but sometimes you need to angle the shot to avoid a hazard on the course or angle it to work with the wind. Sounds more like adjusting to the situation so we will ignore this kind of stroke in favor of circumstantial penalties.

So what does this give us?

Sports (Golf) (A) DX
This is the skill to play a good golf game. Driving distance is ST*20 with a bonus to ST of +1 for Skill DX+1 or ST+2 for DX+2. Wind speed may add or subtract from a drive, each 2 MPH is 1 or 2 yards. The golf hole is -7 to hit, plus range penalties (p. B550), and additional penalties for terrain or wind may apply. Treat rough or sand as -1 to -4. Add wind speed to the range penalty when making drives with a crosswind. When driving (rather than putting) add +4 to hit the hex and use the Scatter rule (p. B414) to determine where the ball landed. When putting assume you miss the hole by 1 foot per margin of error.
Trained golfers may opt to use the Precision Aiming rules (GURPS Gun Fu, p. 12. or GURPS High Tech, p. 84)
Note that professional golfers will also invest in Games (Golf) (E) IQ for a through understanding of the rules.

Useful perks include Bank Shot, Bend the Bullet, and Deadeye from GURPS Gun Fu; and Eye for Distance (GURPS Power-Ups 2: Perks).
A new perk also seems appropriate.
Read the Green
 Grants +1 skill and allows Time Spent modifiers (base time 1 turn) when making a putt.