11-18-2011, 05:55 PM | #1 |
Join Date: Jun 2010
Location: Dreamland
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ST-Based Damage
So I've been trying to fix the damage table in GURPS. I do not like the numbers it gives, but I've yet to come up with a better fix.
But then a friend pointed out that the table might have been done intentionally. Is this true? What was the intention behind damage as it stands? Has anyone been able to find a fix? I've tried where ST 20 is twice the damage of ST 10, but no number seems to balance out. Any ideas? |
11-18-2011, 05:58 PM | #2 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: ST-Based Damage
We've certainly discussed this in the past. IMO, there probably oughtn't be swing damage at all and thrust should go from 1d at ST 10 to 2d at ST 20. Leverage should provide a multiple to damage based on the lever (greater for long unbalanced weapons than short balanced ones).
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11-18-2011, 06:00 PM | #3 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: ST-Based Damage
Quote:
What is the problem that you have that you want to fix? I have several issues with ST-based damage, with different fixes. |
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11-18-2011, 06:29 PM | #4 | |
Join Date: Jun 2010
Location: Dreamland
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Re: ST-Based Damage
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11-18-2011, 06:34 PM | #5 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: ST-Based Damage
Quote:
Consider that at ST 20 (2d) a punch has the penetrating power of a .45 ACP slug. Why isn't that enough?
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11-18-2011, 06:34 PM | #6 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: ST-Based Damage
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11-18-2011, 06:43 PM | #7 | |
Join Date: Aug 2007
Location: Vermont, USA
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Re: ST-Based Damage
This thread produced a good corrected damage chart (the Further Extrapolated columns), and matches what Kromm stated as how he would have preferred it to have been done:
Quote:
Last edited by munin; 11-18-2011 at 06:49 PM. |
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11-18-2011, 07:07 PM | #8 |
Join Date: Dec 2008
Location: Cumberland, ME
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Re: ST-Based Damage
If paring down damage and bringing it into line with what's believable / appropriate relative to DR is what you're after, I put together an alternative ST-based damage system that completely does away with the ST table altogether by making damage a function of a modified ST roll (with the "modifications" based on such things as swing-versus-thrust and maneuver chosen). Of course, I use an excel spreadsheet to calculate damage for each hit, so it may be a bit more complicated than what you're after. ;-)
If you're interested, feel free to shout, or send me a PM, and I'll hook you up with a copy. |
11-18-2011, 07:58 PM | #9 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: ST-Based Damage
If you want it to be 1d per 10 ST, you'll want to reduce the cost of ST. Reduce ST cost to 5 and I doubt anyone will object to the lowered ST damage.
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11-18-2011, 08:03 PM | #10 | |
Join Date: Dec 2008
Location: Cumberland, ME
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Re: ST-Based Damage
Quote:
If players complain about not doing as much damage, just point out that it applies to enemies, too. Changes like this cut both ways, and in a lot of campaigns, the enemies aren't the ones with the better toys for getting around it. |
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