View Single Post
Old 08-22-2019, 02:55 PM   #1
Raekai
World's Worst Detective
 
Raekai's Avatar
 
Join Date: May 2011
Location: Columbus, Ohio
Default Conditional Injury with Knowing Your Own Strength

Hey, all!


Background

I've loved Knowing Your Own Strength since the moment it was born. Logarithmic ST tickles my fancy. I haven't actually used it as a GM or as a player—it's been a little fantasy of mine, though. So, I'm finally planning on using it, and I noticed an odd problem. Damage is also done logarithmically and HP is still quadratic, which seemed fine, but I realized that wounding modifiers don't make much sense to me. Multiplicative modifiers for damage, wounding, injury, etc. seem weird and would log[arithm]ically (get it?) use addition because multiplying damage doesn't scale right even with quadratic HP. Of course, that doesn't make sense for damage—unless I'm using some kind of logarithmic HP/injury/wounding system. I think the other solution would be to make damage quadratic again, right? (I'm not actively looking for feedback on this part, but I'm still happy to have someone nitpick or prove me wrong... politely).


Issue

But there is a logarithmic solution: Conditional Injury. So, I'm wondering how to resolve logarithmic damage with logarithmic injury. Now, I'm hoping that it's as easy as saying "take the logarithmic values for ST, use them for HP, and plug those into the Robustness Threshold Table", so RT 6 would be for logarithmic HP 16–18. I guess, technically, you wouldn't even need to do that since HP doesn't matter outside of determining RT, but logarithmic HP would make RT cheaper and tighten the bands on the breakpoints (though, I'm not sure if that's a benefit or not). Now, that seems too easy, so I'm waiting for someone to bust in and say "wrong! You're going to have to re-tool the whole system!" Before you say that, my guess is that I might have to use logarithmic values for the Penetrating Damage column of the Wound Potential Table because, since logarithmic HP and logarithmic damage are smaller, logarithmic Penetrating Damage should be smaller too, right? But, if that's the case, then it gets weird.

Logarithmic Wound Potential Table
Code:
PD      WP
1       -2
        0
        1
2–6     2
7–8     3
9–12    4
13–16   5
17–18   6
19–21   7
That... doesn't seem right.

Anthony's Logarithmic Damage looks like it could help, but it's a bit harder for me to piece together and resolve with Conditional Injury.

So, how can I make this work better?


Examples
Spoiler:  

Note about DR
Spoiler:  

Last edited by Raekai; 08-29-2019 at 08:41 AM.
Raekai is offline   Reply With Quote