Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 04-30-2012, 04:10 PM   #1
Goober4473
 
Goober4473's Avatar
 
Join Date: May 2008
Default Low Super ST Not Worth It?

I ntoice that ST with Super Effort costs 40/level, but up to +6 is always lower than spending equivalent points in ST.

For instance, level 1 is +1/+3, 2 is +2/+5, etc., so even spending FP, you have less ST than you otherwise would. Once you hit 7, the super effort ST overcomes 4x normal ST.

This seems somehow off.
Goober4473 is offline   Reply With Quote
Old 04-30-2012, 04:21 PM   #2
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: Low Super ST Not Worth It?

Quote:
Originally Posted by Goober4473 View Post
I ntoice that ST with Super Effort costs 40/level, but up to +6 is always lower than spending equivalent points in ST.

For instance, level 1 is +1/+3, 2 is +2/+5, etc., so even spending FP, you have less ST than you otherwise would. Once you hit 7, the super effort ST overcomes 4x normal ST.

This seems somehow off.
That's exactly how it works, and yes, it's a bit strange. It's kind of an artifact of the way that the size/range table works. You don't break even until you get up to 7 or 8.

Bill Stoddard
whswhs is offline   Reply With Quote
Old 05-01-2012, 04:25 PM   #3
Goober4473
 
Goober4473's Avatar
 
Join Date: May 2008
Default Re: Low Super ST Not Worth It?

Quote:
Originally Posted by whswhs View Post
That's exactly how it works, and yes, it's a bit strange. It's kind of an artifact of the way that the size/range table works. You don't break even until you get up to 7 or 8.
Would it be fair to rule that you get the higher of the size/range table number or your Super ST times 6? i.e., 2 Super Strength would get you +2/+12, 5 would be +5/+30, etc., but once you hit around 7 or 8, it starts to use the table again.
Goober4473 is offline   Reply With Quote
Old 05-01-2012, 05:07 PM   #4
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Low Super ST Not Worth It?

Quote:
Originally Posted by whswhs View Post
That's exactly how it works, and yes, it's a bit strange. It's kind of an artifact of the way that the size/range table works.
No, it's an artifact of bad game design. It wouldn't be that hard to fix (either trash the enhancement completely and turn it into an advantage, or change its mechanics), it's just that it was introduced in Powers and fixing it wasn't a priority for Supers.
Anthony is online now   Reply With Quote
Old 05-01-2012, 05:17 PM   #5
Maz
 
Maz's Avatar
 
Join Date: Aug 2005
Location: Denmark
Default Re: Low Super ST Not Worth It?

Doesn't Powers also say you can only buy it if you have 8 levels of Super ST?

[edit] I was thinking of Super Effort fror Lifting ST but if I remember correctly Super ST is based on the same.

If the
GM sets a limit when using this modifier,
it should be at Lifting ST +8 or
higher.

Last edited by Maz; 05-01-2012 at 05:21 PM.
Maz is offline   Reply With Quote
Old 05-01-2012, 05:26 PM   #6
Flyndaran
Untagged
 
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
Default Re: Low Super ST Not Worth It?

It almost makes sense if you think the idea of a low Super Strength character is almost an oxymoron.

If you're looking for the short term reduced price Strength, you could always slap emergencies only on no HP St.
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check.
Flyndaran is offline   Reply With Quote
Old 05-01-2012, 10:03 PM   #7
naloth
 
Join Date: Sep 2004
Default Re: Low Super ST Not Worth It?

Quote:
Originally Posted by Flyndaran View Post
It almost makes sense if you think the idea of a low Super Strength character is almost an oxymoron.
The Supers genre is full of characters that have a max lift of 1-10 tons even though GURPS doesn't make it a point effective concept.
naloth is offline   Reply With Quote
Old 05-01-2012, 11:23 PM   #8
Michael Thayne
 
Michael Thayne's Avatar
 
Join Date: May 2010
Default Re: Low Super ST Not Worth It?

Quote:
Originally Posted by Flyndaran View Post
It almost makes sense if you think the idea of a low Super Strength character is almost an oxymoron.

If you're looking for the short term reduced price Strength, you could always slap emergencies only on no HP St.
Or costs 1 FP. That could be an especially helpful approach in a campaign where the characters are expected to grow a lot in power level the GM wants it to make sense to "trade in" levels of normal ST for super-ST later on.
Michael Thayne is offline   Reply With Quote
Old 05-01-2012, 11:27 PM   #9
lexington
 
Join Date: Jan 2010
Default Re: Low Super ST Not Worth It?

Quote:
Originally Posted by naloth View Post
The Supers genre is full of characters that have a max lift of 1-10 tons even though GURPS doesn't make it a point effective concept.
Not using the Super-ST system, no. On the other hand they can buy up Lifting ST and increase their Lifting skill if they want to do to have that as their limit. After all there are real human beings who can bench press half a ton. Barely being able to lift one ton is more "cinematic strongman" than "superhuman strength".

ST 20 [100]
HT 10 [0]
Lighting ST 12 [36]
Lifting 15 [12]

Max lift of ~2000 pounds for 148 points rather than the 300 you'd spend on Super-ST.

By the time you reach 10 tons the Super-ST method is more efficient than anything else.
lexington is offline   Reply With Quote
Old 05-01-2012, 11:30 PM   #10
the_matrix_walker
 
the_matrix_walker's Avatar
 
Join Date: May 2005
Location: Lynn, MA
Default Re: Low Super ST Not Worth It?

The cost of ST especially in the ranges discussed here has been hotly debated.

The best way to mitigate this by RAW is to add a Pact Limitation to ST to follow the "supers" or whatever conventions it is meant for.

My group has played with a 5 point ST model for supers games with some success over a few games, but the current GM decided not to use it in the current game, not sure if it will be back...

Quote:
Originally Posted by Michael Thayne View Post
Or costs 1 FP. That could be an especially helpful approach in a campaign where the characters are expected to grow a lot in power level the GM wants it to make sense to "trade in" levels of normal ST for super-ST later on.
The problem there is that your normal effort ST and HP Drop if you do.

Last edited by the_matrix_walker; 05-01-2012 at 11:39 PM.
the_matrix_walker is offline   Reply With Quote
Reply


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 02:49 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.