Flat Damage for GURPS

One of the things about GURPS that can be confusing is how damage is calculated. Unlike other systems where your attribute provides a bonus or penalty and the weapon provides the dice you roll, in GURPS your attribute provides the dice you roll and the weapon provides a bonus or penalty. Not a huge difference, but I’ve seen it derail new players. I wanted to put together a couple of tables to use if you want to run GURPS with flat damage – no dice rolls. This is obviously simpler, and also more predictable, but by removing the swingy results from damage results, you also remove the chance that you’ll roll to penetrate an opponents Damage Resistance if it is higher than your average roll.

I’d get through this in a couple of ways. One is to keep either the random hit location table, or allow called shots, or ideally both. This way, a low-strength attacker can still get past armor if they are accurate, or lucky. Also, damage types retain their multipliers – cutting damage times 1.5 after armor, and impaling damage times 2.

For our purposes, 1d6 is going to equal 4 and 2d6 is going to equal 7. I only adapted ST 3-20, and then took the weapon table from GURPS Lite 4E and adapted those basic weapons. Once the ST table is changed over, though, the weapon table doesn’t have to change. It’s just here for reference.

Strength Thrust damage Swing damage
3 -1 0
4 -1 0
5 0 1
6 0 1
7 1 2
8 1 2
9 2 3
10 2 4
11 3 5
12 3 6
13 4 6
14 4 7
15 5 8
16 5 9
17 6 9
18 6 10
19 6 11
20 6 12

 

Weapon (GURPS Lite 4e) Thrust Swing
Axe +2 cut
Mace +3 crush
Punch -1 crush
Kick +0 crush
Brass knuckles +0 crush
Broadsword +1 crush +1 cut
Thrusting broadsword +2 imp +1 cut
Large knife +0 imp -2 cut
Poleaxe +2 cut or +2 crush
Rapier +1 imp
Shortsword +0 imp +0 cut
Spear +2 imp
2H Spear +3 imp
Quarterstaff +2 crush +2 crush
Thrusting greatsword +3 imp +3 cut

 

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