10-21-2018, 07:51 AM | #1 |
Join Date: Sep 2016
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Knowing your own strength's Striking Strength
So in the knowing your own strength article, the cap suggestions for it are either double it or simply based on campaigns max damage. However if you want your striking strength to correspond to your lifting strength (at least as far as they are connected in the core rules) this could also work:
Lets say you have kyos 40 so that's the same lift capability of the old strength with a score 316, which allows for 33d thrust damage, which require 142 striking kyos, so now you can buy 102 level of striking strength maximum. Another example kyos 50=>1000 old lifting strength=>102d thrust damage=>416 total kyos striking strength=> 366 striking kyos at maximum. Would this work? Last edited by Malfi; 10-21-2018 at 07:56 AM. |
10-21-2018, 07:58 AM | #2 |
Join Date: Aug 2013
Location: Niterói, Rio de Janeiro, Brazil
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Re: Knowing your own strength's Striking Strength
For me, the rules from KYOS break after high levels of ST. The system works fine for normal humans and animals, but not for Supers.
Let me try to explain. The striking damage does not scale with the lifting st. After a certain level, you'll be able to carry the Earth on your back, but you'll still have trouble smashing a tank.
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10-21-2018, 09:28 AM | #3 |
Join Date: Apr 2015
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Re: Knowing your own strength's Striking Strength
I myself have also tweaked hp and damage scaling from logarithmic strength. The basic way to fix it is to have hp and damage scale up in a logarithmic manner that is less than BL.
Below is a copy/pasted explanation of how I do it from my homebrew file I give my new players. "ST (Strength) We use logarithmic strength as defined under Know Your Own Strength (Alternate GURPS 4) with the following tweaks: 1. HP scales differently, roughly so that it scales with the square root of the adjusted BL. This means a pattern of roughly x3 for +10 ST and x10 for +20 and x30 for +30 etc. etc. This means 2 hp per ST past 10 up to 20, 6 per ST up to 29 with 30 setting it at 100 and then repeating with an extra zero at the end. At below 10 ST things diverge quite heavily, with roughly -0,7 hp per ST below 10 all the way to 3 at ST 0. If needed to go lower then HP should be 1 by ST -10, 0,3 by -20 etc etc. Fractional hp rules should only really come into play if extremely small creatures feature heavily. Treat them as if they had whole integer hp of some variety but multiply injury to them appropriately to compensate. For example a hp 0,1 creature could be treated as a 10 hp creature that suffers 100 times the injury. 2. As above but for damage scaling. Keep damage scaling in the ST 10-20 range the same. For ST above 20, keep adding fro thrust as per usual up until ST 23 and for swing keep adding as per usual until ST 21. Past these values check for the value with the same last digit in the 11-20 range and multiply by 3 for 10 over, by 10 for 20 ST over, by 30 for 30 ST over etc etc. For ST below 10, Reduce it to 1d-3/1d-2 at ST 7-9. Below 7 you find the ST in the 10-16 range with the same last digit and divide the damage value there by 3. For example ST 0 would do (1d-2/1d) / 3, rounding down. Rounding may be skipped when combat is between enemies with fractional hp." This should produce the following thrust/swing damages at ST 21-40 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/(5d+1)x2 ST 31: 10d-1 / 6dx2 ST 32: (5d+1)x2 / 5dx3 ST 33: 6dx2 / 6dx3 ST 34: 5dx3 / 5dx4 ST 35: 6dx3 / 6dx4 ST 36: 5dx4 / 5dx5 ST 37: 6dx4 / 7dx4 ST 38: 5dx5 / 6dx5 ST 39: 7dx4 / 4dx8 ST 40: 6dx5 / 5dx7 I did some rounding to the nearest nice multiplier for damage past a certain point because keeping track of small plusses or minuses to the roll was no longer super relevant at those damage levels. Hope this scaling solves your issue as well. |
10-22-2018, 12:04 AM | #4 |
Join Date: Sep 2016
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Re: Knowing your own strength's Striking Strength
Yes that's why I allow you to buy striking strength to the point of the old strength equivalent.
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10-22-2018, 12:28 AM | #5 | |
Join Date: Sep 2016
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Re: Knowing your own strength's Striking Strength
Quote:
That said I think I like it. |
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10-22-2018, 12:57 AM | #6 |
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(If you have to ask . . .) Join Date: Feb 2005
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Re: Knowing your own strength's Striking Strength
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10-22-2018, 01:42 AM | #7 |
Join Date: Sep 2016
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Re: Knowing your own strength's Striking Strength
I actually suggested sth different than that (though what you say works too and is in the article). My suggestion was connecting striking strength to lifting strength.
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10-22-2018, 04:10 AM | #8 | |
Join Date: Apr 2015
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Re: Knowing your own strength's Striking Strength
Quote:
Today I don't even use points anymore and go for my own home brewed progression system. |
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10-22-2018, 06:02 AM | #9 |
Join Date: Sep 2016
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Re: Knowing your own strength's Striking Strength
So if I understand correctly strength past 20 has a *2 cost than normal strength in your games? That would actually be within gurps's paramteters I think.
I too can see the limitations of a point system, if you don't mind me asking, what's the progression you use? |
10-22-2018, 06:39 AM | #10 | |
Join Date: Apr 2015
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Re: Knowing your own strength's Striking Strength
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Here's a view link to the doc I store it at. https://docs.google.com/document/d/1...it?usp=sharing |
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