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Old 03-02-2016, 11:16 PM   #80
Infornific
 
Join Date: Dec 2004
Default Re: Knowing Your Own Strength - Tank Smasher

Quote:
Originally Posted by naloth View Post
Sure, you could try to bolt on fixes for advantages but trying to address the pieces misses some main issues.

1) While huge disparities may be realistic in many cases, they aren't necessarily good for cinematic play. For example, super strong entities usually wound rather than turn people to red mist - the even bad guys that wouldn't pull their punches. That's not exclusive to Supers either. You find it as often in science fiction and fantasy. For that matter you also hear some real stories of survival or accomplishment that would be instant death in GURPS.

So the trick is to find a range of scores that are both playable and good at representing what you want characters to be able to do. IE, if you want Spidey to survive being hit by the Hulk (or Aragon backhanded by a cave troll or even a cat kicked by a human), you need damage values that allow it.
The problem is that in the comics the Hulk can smash tanks and do pretty impressive property damage but he'll be running around the same fight scenes as squishy normal humans like Hawkeye. Somehow, the more fragile characters never get hit with any attacks that will squash them flat. GURPS by its nature doesn't really handle that well. The systems that do (Champions, Mutants & Masterminds, the old DC Heroes) are generally set up first and foremost to mix wide ranges of firepower. GURPS tends to default closer to reality, which is to say someone or something that can dent a tank can splatter a normal human.

If I was running a supers game and trying to keep damage in a limited range, I'd probably give the higher powered characters surge type abilities - Power Blow for bricks, Fatigue burning attacks for blasters, etc - to represent maximum firepower and otherwise set up the rules to keep routine damage more modest.
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