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Old 01-02-2013, 12:55 PM   #17
Kallatari
 
Join Date: Jan 2006
Location: Ottawa, Canada
Default Re: Rescaling Melee Weapons (notes)

Myself I use +8 ST gives +1d, or rather each +2 ST gives +1 to damage, which I covert at +1 = +1, +2 = +2, +3 = +1d-1, and +4 = +1d. (Actually, each +1 ST gives +0.5 damage, which may affect the damage of some weapons that also have fractional damage bonuses...)

I don't distinguish between thrust or swing by ST, because I use completely different (and overly complicated) rules to determine the velocity of the weapon, determine damage as if it were a collision, which determines the weapon's base damage. Then add the bonus to the damage based on ST (as defined above, with ST 10 being +0) to represent "powering through the impact."

Is it realistic.. not sure. But it gives results I like, that are close enough to GURPS RAW (at the ST 8 to 12 range, anyway), and allows me to unify the throwing, collision, falling, and damage rules all into one single rule.

And yes, my rules are complicated...I wouldn't use them myself if I didn't have them in a spreadsheet or Map Tools macros. ;)

Last edited by Kallatari; 01-02-2013 at 01:04 PM.
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