03-22-2020, 12:10 AM | #1 |
Join Date: Mar 2016
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How to balance Super ST vs Super Lifting+Striking ST
I've discovered something I really don't like. If you apply a significant number of modifiers to ST with Super-Effort, it actually becomes cheaper than individually buying Lifting and Striking ST with Super-Effort, despite being strictly superior (including HP). Here's the breakdown of my example:
Version 1: ST+10 (Super-Effort, +300%; Breakable, DR15, Machine, SM0, -40%; Can Be Stolen (Must be forcefully removed), -10%; Superscience, -10%) [340] Version 2: Lifting ST+10 (Same modifiers, but with Super-Effort costing +400%) [132] + Striking ST+10 (Same modifiers as Lifting ST) [220], for a total cost of [352]. Adding in HP+10 with the gadget and power modifiers makes it an even [360] This doesn't really make sense, but normally I'd just ignore it and go with the cheaper version. However, this is a suit of armor, it shouldn't give additional HP. If I sell back the HP (even with the modifiers), the balance gets even more lopsided, but if I use Version 2, I feel like I'm just hamstringing the character. Does anyone have thoughts, either about my example specifically or the issue in general? |
03-22-2020, 01:23 AM | #2 | |
Join Date: Nov 2004
Location: Moscow, Russia
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Re: How to balance Super ST vs Super Lifting+Striking ST
Quote:
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03-22-2020, 01:30 AM | #3 |
Join Date: Jun 2006
Location: On the road again...
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Re: How to balance Super ST vs Super Lifting+Striking ST
In this case, we're looking at Super ST +10/+100, as described in GURPS Supers. The +10 part does in fact add to HP as it's a boost to the regular ST; the +100 from Super-Effort does not add to HP.
Clear as mud?
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
03-22-2020, 01:39 AM | #4 |
Join Date: Mar 2016
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Re: How to balance Super ST vs Super Lifting+Striking ST
Yes, what I was saying was that in the example with base ST, you're getting all the benefits of the others, and 10 HP, for a cheaper price.
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03-22-2020, 02:25 AM | #5 | ||
Join Date: Jun 2006
Location: On the road again...
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Re: How to balance Super ST vs Super Lifting+Striking ST
Quote:
Now, Supers gives an "Under the Hood" look for Super ST. Quote:
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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03-22-2020, 02:27 AM | #6 |
Join Date: Jun 2010
Location: Dreamland
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Re: How to balance Super ST vs Super Lifting+Striking ST
Considering the first option is simpler, I'd just go with that and buy down HP, then maybe invest into some DR or damage divisors to not be so glass cannon, both of which will enjoy being cheapened with those limitations. The reason I say this is because of how Super Effort was 'built' onto strength (check Supers, I believe it talks about why it came to that price).
EDIT: Phantasm explained the box already ;) |
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