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Old 03-02-2016, 03:17 AM   #75
T.K.
 
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Join Date: Nov 2013
Default Re: Knowing Your Own Strength - Tank Smasher

Quote:
Originally Posted by naloth View Post
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Let's say you have a super with ST 500 since that's now quite affordable. Even before considering defensive traits, such as DR and IT:DR, there's 500 HP chew through before you can KO him through damage. That's a lot of damage for Innate Attack. On the offense Mr ST 500 also has amazing damage throwing and punching - better than you can buy with Innate Attack - at the higher ranges of ST.

This sort of log ST is appealing for high lift while keeping the cost, damage dice, and HP values in a very usable number range. Of course it does mean a change in the meaning of what damage the dice reflect since +20 ST would be +5d and represent a x100 increase in force. DR and IA end up numerically the same but now compare favorably since DR will block more force for its cost and IA will be able to to damage high ST (HP) characters in a reasonable way.

The only problem is that existing equipment was assigned ST/HP/DR/damage numbers based on a different force progression, so you can't just pick items from High Tech or Ultra Tech and drop them in with the same stats.
Well, that solves or at least greatly diminishes the problem in Supers games (and even other genres) where brick types often have to tackle a lot of auxiliary powers/advantages besides the "I want to be str0nk!" to be functionally compatible with espers or shooters in a point by point comparison.
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