02-18-2021, 08:52 AM | #1 |
Join Date: Jun 2013
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Repricing Innate Attack
Something brought up in the AotW thread was the idea Innate Attack may be priced too low. Rather than continue the derailment there, I opted to create a new thread.
Personally, I'm not convinced Innate Attack is indeed priced too low, but assuming it is, what's a more appropriate price? I suggested there that IA pricing probably shouldn't go above [20] for 1d cr, comparable to the price you'd pay to add +1d to thr for a single attack using Striking ST, although I now realize this was a mathematical error - Striking ST +7 (Single Attack -60%) should cost [15], not [21]. Now, IA is Ranged, but it also is unable to use a weapon to enhance damage (either with a straight bonus or even upgrading from thr to sw); that's something like Ranged +40% with No Fine Manipulators -40%, canceling out. Note with Innate Attack at [15] per 1d cr it's very nearly equal in price to the general DR needed to negate it. Innate Attack 10d cr [150] costs the same as DR 30 [150], letting 5 points through on an average roll. Negating just the relevant type of damage makes it cheaper. For example, consider a character with a TK blast that deals 10d cr with Range 10/100, and that can repurpose this (via Alternate Abilities) to create a TK shield that protects against crushing attacks. The latter would be DR (Force Field +20%; Crushing Only -40%; Alternate Ability x1/5) [0.8]/level, meaning it could be DR 35 [28] with a little change to spare - although if it isn't a force field, you could go up to DR 50. If 1d cr costs [15], we'd need to adjust the other versions as well. Going with x3, that's [9] for pi-, [12] for tox, [15] for burn/cr/pi, [18] for pi+, [21] for cut, [24] for imp/pi++, and [30] for corr/fat; I presume these would end up as [10], [12], [15], [18], [20], [25], and [30], respectively. For those who feel IA is underpriced, do these prices look more fair?
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02-18-2021, 09:40 AM | #2 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Repricing Innate Attack
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I, for one, reject the "character points as units of utility" argument, as they clearly are not just that. What about desired rarity (e.g., Combat Reflexes)? What about simulationism (e.g., skills)? What about setting assumptions (e.g., slap an Unusual Background requirement on any Innate Attacks)? |
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02-18-2021, 09:53 AM | #3 |
Join Date: Nov 2015
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Re: Repricing Innate Attack
I was actually making the opposite point on that thread, that, for my particular purpose, an Innate Attacks was too costly for what I got from it. (At the same time, Innate Attack with ST based was actually too cheap compared (for example) to a Striker
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02-18-2021, 10:09 AM | #4 |
Join Date: Dec 2006
Location: Meifumado
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Re: Repricing Innate Attack
Start by reworking the ST damage tables.
As far as I know, the progression for Thr and Sw damage on the ST tables is an arbitrary, gamist construction, where a player can see a clean link between how many points they spend and what they get for it. However, we have two points of reference to reality that we can work from. ST gives an objectively measurable BL rating, and guns have an objectively measurable amount of DR penetration (1" of steel is DR70, or whatever it happens to be). Take those figures, and derive how much damage a person with certain BLs does to a steel plate, giving us a reality-based ST damage table. If we keep the point cost for ST as 10/lvl, then we have a basis for a unified theory of how much 1d of damage should cost in CP.
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02-18-2021, 10:56 AM | #5 |
Join Date: Jun 2006
Location: Sweden, Stockholm
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Re: Repricing Innate Attack
The real issue is that Innate attacks, DR, et. al. don't scale with the setting's TL and theme.
An Innate Attack is awesome relative to its cost in a TL3 campaign. Pretty good in a TL8 spy game. Okay in a TL8 military/tech heavy game. Absolute garbage in a TL12 game that lets characters stop around with the shiny new military toys. High levels of ST is even worse. It is absolutely absurdly crappy at high TLs. Especially compared to picking up stuff like Charisma, Mind Control, or even stuff like Combat Reflexes/dodge.
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02-18-2021, 11:54 AM | #7 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Repricing Innate Attack
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But if our settings ARE mixing, well, then one of us is either High TL or Low TL and gets the benefit or detriment of that advantage or disadvantage. Innate Attack is still priced fairly in that it's either effective or not effective equally between TLs. The purpose of character points is to provide a fair selection of traits for characters, not to objectively measure utility across game worlds. |
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02-18-2021, 12:00 PM | #8 | |||
Join Date: Jun 2013
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Re: Repricing Innate Attack
This is something I could get behind, although if you're trying to do it based on how much steel a person can realistically punch through, I think you're going to be rather disappointed. Still this isn't a bad option for that.
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The issue here is more that a TL 12 cyborg with a built-in grazer pistol (built as an Advantage) is paying a massive amount of points for something a TL 12 human can just go to the local gun store and pick up for a small amount of cash. A character with the same ability at TL 3 would pay the same amount for it, despite it outperforming basically everything that exists. Of course, most GM's wouldn't allow the latter build - or would charge one heck of an Unusual Background - but it's still something of a design issue.
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02-18-2021, 01:19 PM | #9 |
Join Date: Feb 2016
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Re: Repricing Innate Attack
Generally why I allow characters to purchase in-built equipment as Signature Gear as long as they have sufficient Payload to house it. Of course, at Spaceships scale, it is generally cheaper to buy it as an advantage, but it depends.
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02-18-2021, 01:20 PM | #10 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Repricing Innate Attack
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To put it another way: an average starting character from TL0 can only afford a stone knife as a weapon, while an average starting character from TL8 can afford a gun. One is clearly superior to the other. But the average enemy facing the TL0 character will also have only a stone knife, while the average enemy facing the TL8 character will also have a gun. Compared to everyone that matters, the resource doesn't need to scale. It covers everyone in the setting. Character points do not equal absolute utility. They are a metacurrency that tries to keep things fair and operating within expected norms within a single game. How useful they are in your game does not equal how useful they are in my game. |
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