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Old 03-03-2016, 01:00 PM   #84
naloth
 
Join Date: Sep 2004
Default Re: Knowing Your Own Strength - Tank Smasher

Here’s an easier to understand comparison:

What we have now:
Human: ST 10, thr 1d-2, no DR. Total 0 points.
Spidey type: ST 29/90 [275], BL 1620 lbs, thr 10d, IT:DR/3 [75]. Total 350 points
Bruiser (Thing/Colossus): ST 32/320 [375], BL 10 tons, thr 33d, IT:DR/10 [150]. Total 525 points.
Assault rifle 7d, Main tank turret 6dx30 (2).
Tank DR 700, HP 300

Proposal 2 (repriced ST, ala post #66)
Human: ST 10, thr 1d-2, no DR. Total 0 points.
Spidey type: ST100 [300], BL 1 ton, thr 11d: Total 300 points
Bruiser: ST 320 [460], BL 10 tons, thr 33d: Total 560 points.

Proposal 3 (rescale ST, DR, and item stats)
Human: ST 10, thr 1d-2, no DR. Total 0 points.
Spidey type: ST30 [200], BL 1 ton, thr 5d+2d: Total 200 points
Bruiser: ST 40 [300], BL 10 tons, thr 11d: Total 300 points.
Restated assault rifle 7d becomes 4d.
Restated main tank turret from 6dx30 (2) to 9d(2).
Restated tank DR 700, HP300 becomes DR 37, HP 33.

Presumably all characters will have at least brawling at DX+1 for +1/die and it’s somewhat appropriate to restrict the finer fighting arts from high ST (no schools that teach techniques for people that can bench more than ton).

- Human v human doesn’t change at all.

- Spidey v human is much less deadly doing 5d+7 instead of either 10d+8 or 11d+9, which from a comics perspective works out. He has hit a few people at full strength and crippling them without hitting the –HPx5 instant death cap in a single blow.
- Spidey v Spidey does works about the same using all 3 models. [10d+8]/3 is 14ish or about half the current versions 29 HP. 11d+9 is ~47 which would be just under half proposal #2’s 100 HP. 5d+7 works out ~24 which is a serious blow (under 2/3rd HP) making the last mirror match more dangerous but still not lethal.
- Spidey v Bruiser would do a fair amount of damage if the Bruiser didn’t have any DR. Presumably any bruiser would have enough DR to shrug off up to rifle fire (generally 10-20 DR) mitigating most of the damage. Conversely the Bruiser can hit Spidey for 146ish damage (49 after IT:DR) about halfway between 0 and –HP for both case one and two. In proposal 3, he’s hit for 47 – again about halfway between 0 and –HP.
- Against the Tank, the main gun does enough to mist Spidey (630 avg damage) in a single hit for both the current situation and HP100 Spidey. Against proposal 3, the main gun does closer to 32 damage, enough to drive him negative but not as badly as getting punched by the Bruiser. Spidey can’t really hurt the tank in any of the 3 cases, so I’m not going to dwell on it.

- Bruiser v human is less deadly going from a red mist to a few HT checks for survival. 33d+31 or about 146 puts upwards to HP24 down to -5xHP instantly and at pushed HP10 guy well below the -10xHP. The damage from proposal 3 is closer to 47; between -3xHP to -4xHP.
- Bruiser v Bruiser is about the same in all 3 given the above numbers. Each hit should knock off about half HP in the first 2 cases (15 against HP33 or 146 against HP146). The damage ratio is a bit more in proposal 3 (47 dmg vs HP40), although it’s expected that a Bruiser would have a bit of DR (20ish normally) to balance that out. For the first two situations DR20ish isn’t very significant against attacks going 21+ damage when you have IT:DR/10 (saves 2 HP) or huge pools of HP.
- When shot by the Tank, the main gun does enough to usually force a death check on the Bruiser and buying enough DR to stop that is very expensive. (DR100 costing a base 500 points would only reduce 50 damage after all allowing the other 580 through. The alternative is to buy supplemental IT:DR which alters how other fights work out.) Under the proposal 3 revision damage drops only about 2/3rds of the Bruisers health and even DR 20 would reduce it quite a bit more since each point of DR is more valuable (effectively log progression).
- The present or proposition 2 Bruiser can potentially damage a tank, though ST320 is only about 1/5 the damage to punch the front armor. He’ll need to pick it up and let falling damage actually injure either it or the people inside. Under proposal 3, the Bruiser can damage HP past the front armor doing about a 1/3 of its HP per hit (more with AoA for another +1 dmg/die), pick it up (like prior), or start ripping pieces off (contest of ST).

What does all this mean? A lot of the Supers aren’t going to be characters with high ST. Most of the X-men probably fit into the 9-16 range with perhaps a single level of IT:DR. For the present situation or even proposal 2, that means a single hit will at least maim if not kill them outright (-HPx5). It also means that to significantly injure (say half HP) even Spidey level bricks (without any DR) they need a very powerful (15d+) attack – which coincidentally will also outright kill other HP10-16 people. Proposal 3 is scaled that a 10d attack is impressive enough to down a Spidey level character or significantly injure a bruiser. A 5d attack with enhancements becomes a good middle range attack.

Comparing points costs: IA still scales faster than ST for pure damage. Everything a bit cheaper, but you don’t need absurdly high levels either. 100-150 points of DR will be strong protection. 300 points of DR gets you to battle tank levels of DR. Building the Fantastic Four becomes rather easy instead of a balance nightmare (strong blaster, force field/inviso girl, stretch brainy brick, super strong brick), and a 500 point mentalist probably will be of similar utility to the 500 point brick.

Last edited by naloth; 03-03-2016 at 02:35 PM.
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