02-24-2016, 07:40 PM | #11 |
Join Date: Aug 2015
Location: Kenai, Alaska
|
Re: Knowing Your Own Strength - Tank Smasher
|
02-24-2016, 09:33 PM | #12 | |
Join Date: Sep 2004
|
Re: Knowing Your Own Strength - Tank Smasher
Quote:
|
|
02-24-2016, 09:41 PM | #13 |
Join Date: Nov 2012
Location: Australia WA
|
Re: Knowing Your Own Strength - Tank Smasher
|
02-24-2016, 10:15 PM | #14 |
Join Date: Sep 2004
|
Re: Knowing Your Own Strength - Tank Smasher
I could get behind the ST adjustment, but DR and ranged weaponry would have to be lowered in a similar fashion. This helps DR and innate attack to stay at reasonable levels.
If DR was compressed such that: Old ST/DR 10 = New ST/DR 10 Old ST/DR 100 = New ST/DR 30 Old ST/DR 1000 = New ST/DR 50 And existing non ST powered weaponry was adjusted: Old 1d = New 1d Old 2d = New 2d Old 3d = New 3d Old 6d = New 4d Old 12d = New 5d edit: each x2 adds +1d. (Obviously another progression could be used.) Last edited by naloth; 03-03-2016 at 08:28 AM. |
02-24-2016, 10:35 PM | #15 | |
Join Date: Dec 2004
|
Re: Knowing Your Own Strength - Tank Smasher
Quote:
Honestly, if you want to use log ST with GURPS you'd really need to rework the damage system as well to make it work. Some thoughts on how to do that. Absolute damage doubles for every +1d or so of damage, not for every *1.4 d. That is to say in standard quadratic GURPS, 7d is about twice the absolute kinetic energy of 5d, 14d is twice the ke of 10 d and 140d is twice the ke of 100d. In log GURPS, +1d is double the ke whether the base damage is 1d or 10d or 100d. So you'd probably want to tweak a few things. 1. Rather than rolling more and more dice, it might make more sense to roll just 1 or 2d for damage and further damage would be a straight ad. 2. You'd probably want to drastically rework hit points. Maybe go with a damage threshold system a la FUDGE or TORG. If damage rolled doesn't beat threshold, it was too insignificant to matter. If it exceeds it does damage but either everyone has a straight 10 HP or you have hit points equal to HT. Again, logarithmic - if the attack does 6 or 7 points past what it takes to injure the target at all, that's maybe four times the impact just to scratch the target and should reasonably cause a serious wound regardless of the target's durability. 3. Damage adds from Karate, all out attacks, etc. should be flat adds, not multipliers. A blow from a Karate expert adds +2 per die in GURPS - that's about a 57% increase in damage rolled, or allowing for the quadratic nature of the system, ke is multiplied by 2.46. In a log system, that would be a flat add. As I understand it, log ST is *2 BL for every +4 ST, so I would go with a +1 damage bonus in the old system (4 points in Brawling, Committed Attack, etc) adds +3 ST for calculating damage. A +2 damage bonus (All Out Strong, etc) adds +6 ST for calculating damage. 4. You'd need to rescale the system and make some benchmarks. 500 GURPS St is about 55 GURPS log ST, and and 800 GURPS ST is about 60 log GURPS ST. So whatever damage fits for ST 55-60 should be enough to hurt a tank. GURPS Champions, anyone? 5. There's other not necessarily obvious ways you'd need to tweak things like armor piercing but that would require more detailed thinking. Honestly I think you'd really want another Pyramid article to deal with this. |
|
02-24-2016, 10:40 PM | #16 |
Join Date: Dec 2004
|
Re: Knowing Your Own Strength - Tank Smasher
I should add one other solution that's been proposed is what you might call reversed log ST. That is, you use the GURPS ST and game mechanics as written but get an exponential increase in ST at a linear cost. So for every roughly 100 points spent on ST, GURPS ST doubles, and every 300 points multiplies ST by 10. GURPS Supers kind of does this in a more roundabout way. The bad news is that you'd need to rework or rethink the cost of some abilities, the good news is that you don't change any game mechanics.
|
02-25-2016, 02:16 AM | #17 |
Join Date: Apr 2015
|
Re: Knowing Your Own Strength - Tank Smasher
My solution was simply to use 3/10/30 etc multipliers for ST over 20.
or a linear increase, whichever was higher. got this ST 21: 3d+1/4d-1 ST 22: 3d+2/4d+2 ST 23: 4d-1/5d+1 ST 24: 4d+2/6d ST 25: 5d+1/7d-1 ST 26: 6d/7d+2 ST 27: 7d-1/8d+1 ST 28: 7d+2/9d ST 29: 8d+1/10d-1 ST 30: 9d/10d+2 For ST past that find the ST in this line that has the same final digit and multiply by 3 for +10, 10 for +20, 30 for +30 etc etc. I also multiply hp like this, ST 30 would have 60 hp base. I then price hp as 2 pts for effective +1 ST for hp purposes. I also use know your own ST scaling for DR and Innate Attacks. No need to redefine damage itself. Last edited by Ottriman; 02-25-2016 at 03:09 AM. |
02-25-2016, 07:37 AM | #18 | |
Join Date: Nov 2012
Location: Australia WA
|
Re: Knowing Your Own Strength - Tank Smasher
Quote:
|
|
02-25-2016, 07:38 AM | #19 | |
Join Date: Nov 2011
Location: South Dakota, USA
|
Re: Knowing Your Own Strength - Tank Smasher
Quote:
If you physically have issues using less than your full ST in day to day life, that would probably be some sort of Physical Disadvantage, a kind of Violent Klutz. Not violent due to anger, but because you have a hard time gauging your ST and controlling it (whether you're beefy or barely able to lift a thing), and as such you constantly are hurting yourself and damaging things, making loud noises etc. as you bang doors open, slam drawers, accidentally "punch" stuff while trying to grab it, etc. It might just need to be a Modifier for Klutz.
__________________
My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
|
02-25-2016, 11:24 AM | #20 |
Join Date: Jan 2015
Location: UK
|
Re: Knowing Your Own Strength - Tank Smasher
Are we sure the problem is the ST and not the tank's armour? I think it's extremely difficult to compare and/or balance damage against DR. Maybe the DR is just too high?
Also, depending on how exactly you define "acceptable" breaks from reality, maybe punching a tank is the wrong approach in the first place. Force equals mass times acceleration. No matter how strong you are, you can only punch so fast without super-speed, and without gravity or density manipulation, you can only put so much weight behind a punch. What I'd consider is using Lifting ST to rip the tank's turret off, then go to town on it's soft and juicy insides. Or pick it up and throw it, let it's own HP kill it with collision damage. The math is probably all wrong, but with the T-72A's weight of ~42 metric tonnes and your BL of 2E+72, you should be able to throw it about 2,520 yards. Even if the tank survives, the crew will not. From a more game mechanical POV, I'd consider a house rule that says if you can throw it for X amount of collision damage, you can punch it for X-Y amount of damage (throwing is more akin to swing than thrust). |
Tags |
pyramid 3/83, strength, supers |
|
|