09-06-2018, 03:07 PM | #11 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Idea about str, damage, dr scaling
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You could get something nearly equivalent by treating it as a limitation. For example, if you have a 0.3 cost multiplier, you would treat that as a -70% limitation. If you didn't have any other modifiers, the greatest allowed limitation would be -80%, and if 12/SQRT(N) = 0.2, then SQRT(N) = 60, and N = 3600, which is a really high end budget; it would allow, for example, ST 1800, and Basic Lift 648,000 pounds or 324 tons, enough for anyone short of the Silver Age Superman or an enraged Hulk. (For example, you could lift a steel sphere 13.5 feet in diameter one-handed.) Not that I'm necessarily advising that; I'm just trying to make it more comprehensible by relating it to something familiar.
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Bill Stoddard I don't think we're in Oz any more. |
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09-06-2018, 03:53 PM | #12 | |
Join Date: Sep 2016
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Re: Idea about str, damage, dr scaling
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09-06-2018, 05:59 PM | #14 | |
Join Date: Sep 2007
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Re: Idea about str, damage, dr scaling
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Have you tried the math the other way around? That is, rather than having a declining cost for a linear increase in ST (etc), keep the cost increment the same, but have that cost buy an exponentially increasing amount of the stat? I'm not certain if this actually helps, as you'll wind up either with fractional CP or fractional stats, but it might be a little more GCA / GCS compatible to just drop the fractional part of the stats. |
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09-06-2018, 06:22 PM | #15 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Idea about str, damage, dr scaling
That's more or less what Super-Strength does, though in a clunky way.
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Bill Stoddard I don't think we're in Oz any more. |
09-06-2018, 06:36 PM | #16 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Idea about str, damage, dr scaling
To expand a little on an above comment, I estimate being d-scale (your damage is d-damage, your DR and HP are d-hp, ST 1 is BL 20 lb, etc) at roughly 500 points. For comparison with existing advantages, IT(DR) 10, Cosmic (can reduce damage to 0) is 225 points, and super-ST 6 (pushed, 10) is 240 points, and we'll toss in a few extra points for lack of being annoying. Since the traits I'm emulating are both exponential, we can set a value for any beneficial scale at 500 x log10(scale), so 150 points for x2, 350 points for x5. There are other types of scaling it might also be useful to have (e.g.. giant monsters might want to use D-hexes or even C-hexes, and there's some value to adjusting turn length as well), and keeping the same curve for scales below 1 is problematic, but something like that makes playing kaiju, or mecha, or ants, a lot simpler.
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09-07-2018, 01:29 AM | #17 | |
Join Date: Sep 2016
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Re: Idea about str, damage, dr scaling
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Then it becomes a question of how damage from strength scales in comparison to dr and innate attack damage. |
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09-07-2018, 01:34 AM | #18 |
Join Date: Sep 2016
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Re: Idea about str, damage, dr scaling
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