06-08-2012, 07:49 PM | #11 | |
Join Date: Nov 2009
Location: Oregon
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Re: ST damage formula
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Of course, this is turning into a project I don't expect to be undertaken for the sake of a forum thread, but for at minimum a paid Pyramid article or an entire GURPS sourcebook (Technical Striking? I can dream, can't I?) |
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06-08-2012, 07:50 PM | #12 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: ST damage formula
Well, I posted the out-take to this forum, so I can't submit it again. it's already public domain.
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06-08-2012, 07:52 PM | #13 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: ST damage formula
Huh. Let's see how the Grappling one does first. :-)
Still, I think some of the concepts in TG could be excised and laid on to striking. Not a full book, though, definitely Pyramid-size.
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06-08-2012, 07:58 PM | #14 |
Join Date: Aug 2009
Location: OK
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Re: ST damage formula
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06-08-2012, 11:01 PM | #15 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: ST damage formula
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06-08-2012, 11:39 PM | #16 | |
Join Date: Oct 2010
Location: earth....I think.
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Re: ST damage formula
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32189433? = 8047357d-1 dice of damage for swing and 4023678d+2 for thrust :) |
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06-09-2012, 05:26 AM | #17 | ||
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: ST damage formula
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Ah, so you mean less than or equal to .5 but more than .25 = add 2
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06-09-2012, 09:11 AM | #18 |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: ST damage formula
I've just been passing time for the last couple days playing with variations on formulae for the samething.
Decided on (ST-6) /4 for Sw and /8 for Th being the simplest (like yourself). Had a chart done out that used an idea like T-Bone's but Th for ST 10 was still 1d-2. Fiddly but it was done out up to ST400... Insanity is occasionally useful; spreadsheets do things like ST*0.45-3/3.5 so much faster. but nothing beats simple.
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"Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of country = not here when you are:/ It's all in the reflexes Last edited by jacobmuller; 06-09-2012 at 03:37 PM. |
06-09-2012, 09:32 AM | #19 | |
Join Date: Oct 2010
Location: earth....I think.
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Re: ST damage formula
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so yeah, your formula is cleaner than mine, but the same. |
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06-09-2012, 11:29 AM | #20 |
Join Date: Jul 2009
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Re: ST damage formula
Here's what I've been using for, uh...
*checks the date on the file* ...just under two years, apparently. THRUST For a given ST... ...if ST is 1, damage is 1d-5 ...if ST is 2-3, damage is 1d-4 ...if ST is 4-5, damage is 1d-3 ...if ST is 6-8, damage is 1d-2 ...if ST is 9-12, damage is 1d-1 ...if ST is 13-14, damage is 1d ...if ST is 15 or more, every 15 ST converts to 1d damage. Make note of the remainder. For the remainder... ...if remainder is 0-2, damage is +0 ...if remainder is 3-6, damage is +1 ...if remainder is 7-9, damage is +2 ...if remainder is 10-12, damage is +1d-1 ...if remainder is 13-14, damage is +1d SWING For a given ST... ...if ST is 1, damage is 1d-5 ...if ST is 2, damage is 1d-4 ...if ST is 3, damage is 1d-3 ...if ST is 4-5, damage is 1d-2 ...if ST is 6-8, damage is 1d-1 ...if ST is 9, damage is 1d ...if ST is 10 or more, every 10 ST converts to 1d damage. Make note of the remainder. For the remainder... ...if remainder is 0-1, damage is +0 ...if remainder is 2-4, damage is +1 ...if remainder is 5-6, damage is +2 ...if remainder is 7-8, damage is +1d-1 ...if remainder is 9, damage is +1d I think I've posted this before somewhere. If you use this you have to drop the price of ST and Striking ST by 2 or 3 points. (I went with dropping it by just 2 on the basis that it's fairly easy to get damage boosts to ST-based attacks via various skills, advantages, and combat techniques, so the damage is really higher than it looks; dropping it by 3 gives you something more balanced for the assumption that the damage won't be boosted like that) The main reason I did this was for scaling. I can use this system to run games with giants and pixies and such, and shift scales just by multiplying. Decade-scale ST 10 doing decade-scale damage does the same damage output, roughly, as normal-scale ST 100 doing normal-scale damage, etc. |
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damage, modifying damage |
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