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Old 03-28-2017, 11:53 PM   #1
Mark Skarr
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Default [Supers] Log ST and Swinging for the nosebleeds

As Knowing Your Own Strength (Pyramid 3-83), in addition to making ST Super's friendly, simplified ST damage, swing and thrust are really comparable. In general, this is good, but, in Superheroes, a brick, hitting someone with a telephone pole and knocking them back further than they can punch them is a staple.

So, my quick-and-dirty fix for this is to change a weapons Swing damage from a flat +X to +X per die.

Yes, this gives some redonkulous damage levels, but, I think it fits in the genre quite well.

Thoughts, comments, suggestions, hammer-blows to the temple?
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Old 03-29-2017, 03:03 AM   #2
vicky_molokh
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Default Re: [Supers] Log ST and Swinging for the nosebleeds

Hmm. +Flat bonus, or +/die, whichever is better?
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Old 03-29-2017, 05:03 AM   #3
Anders
 
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Default Re: [Supers] Log ST and Swinging for the nosebleeds

I'd keep the damage as is, but give swing damage double knockback. That way, you get the "people flying through the air from damage" that Supers comics love so much.
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Old 03-29-2017, 06:58 AM   #4
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Default Re: [Supers] Log ST and Swinging for the nosebleeds

Quote:
Originally Posted by Mark Skarr View Post
As Knowing Your Own Strength (Pyramid 3-83), in addition to making ST Super's friendly, simplified ST damage, swing and thrust are really comparable. In general, this is good, but, in Superheroes, a brick, hitting someone with a telephone pole and knocking them back further than they can punch them is a staple.
If that's the effect you want, and not actually smashing them flat better, you probably need to go with some method of uncoupling damage from knockback. Double knockback is one approach. You might try multiplying knockback from melee attacks by the Reach of the weapon too, or you are automatically pushed back by some function of the attackers ST regardless of how much damage is inflicted (say 1/2 hex per (attacker ST/your races basic hp), round down).
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