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Old 10-14-2017, 12:33 PM   #37
ravenfish
 
Join Date: May 2007
Default Re: Pixie Weapon Damage

Quote:
Originally Posted by Tomsdad View Post
Don't forget a katar being imp* will be doing a minimum 1 point of damage for a 2* point injury. but a successful cr punch can be reduced to 0 or less damage (and often will be at this level). for instance a ST5 pixie will be punching at 1d-5 unless they have skill bonuses or doing an AoA etc.

This raises it's own question of course, but basically GURPS combat at this level raises lots of questions!



*although if you adjust injury mods due to low SM this might change
Fair enough, but that doesn't help with thrust/crushing weapons. Moreover, the results become very odd when dealing with very small creatures who aren't very weak (which might be due to magic or cinematic reality, but might also be realistic for technological constructs powered by something other than muscle). A ST10, SM -5 creature (whether he's a Nac Mac Feegle or a small but powerful robot) would punch for 1d-3 (and be capable of harming unarmored and even lightly armored opponents), but, if he strapped a cestus over his fist, would suddenly deal 1d-7 damage (and be literally incapable of hurting a fly).

My instinct is to go with the Low Tech Companion scaling rules as causing less ridiculous results, or to use T-Bone's GULLIVER if I am particularly concerned about scaling. I have a suspicion, in fact, that the Dungeon Fantasy scaling rules were at least in part designed as a "nerf" to small characters (who get useful bonuses in combat and, particularly if not restricted to realistic strength, remarkably few penalties- "harder to hit in combat" tends to be much more important in Dungeon Fantasy than "has trouble reaching the top shelf") rather than for plausibility or even playibility.
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Last edited by ravenfish; 10-14-2017 at 12:37 PM.
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