01-11-2017, 11:37 AM | #11 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: KYOS - getting rid of thrust and swing damage
Yeah, but there are workarounds. Small creatures are not actually incapable of hurting people.
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01-11-2017, 03:18 PM | #12 | |
Join Date: Jan 2006
Location: Central Europe
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Re: KYOS - getting rid of thrust and swing damage
SW = TH x 1.5 was part of the GULLIVER house rules in the 1990s and oughties, as was making damage double as ST doubles (currently it increases faster than ST, and swung damage is about twice thrust at the ST scores of most adventurers).
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01-11-2017, 03:23 PM | #13 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: KYOS - getting rid of thrust and swing damage
Part of that issue is the 1 HP level of granularity. Dozens of 0.25 HP bites would be very scary, but awkward to model.
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01-11-2017, 03:32 PM | #14 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: KYOS - getting rid of thrust and swing damage
The damage mechanism in KYOS is fairly improbable for any ST outside of the range of maybe 5-20.
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01-11-2017, 03:42 PM | #15 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: KYOS - getting rid of thrust and swing damage
I think it can work, but you have to rework the bonuses for Weapon Master/Karate-Boxing-Brawling/Hooves/etc. from +1/+2 per die to +1/+2 period. What is your experience with it?
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
01-11-2017, 04:09 PM | #16 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: KYOS - getting rid of thrust and swing damage
A ST of 70 can pick up a battleship (BL 10,000 tons) and cannot scratch its paint with an attack (Thrust 15d+2). At the other end of things, a rat with a ST of -10 has a Thrust damage of 1d-22, or 1d-12/10 if you use the rule of 10s.
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01-12-2017, 02:09 AM | #17 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: KYOS - getting rid of thrust and swing damage
Disallow ST lower than 1. ST 0 means you have BL 0 and damage 0. Yeah it breaks the pattern, but I can live with that. And allow buying Striking ST in unlimited quantities. KYOS isn't perfect, but it's better than Vanilla GURPS.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
01-12-2017, 09:18 AM | #18 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: KYOS - getting rid of thrust and swing damage
I think that in the context of KYOSish LogST, it would make sense to have logarithmic damage (e.g. "a gun twice as dangerous as the previous one enjoys a +1d damage increase relative to it"). Without it, the abolishing of thr/sw looks weird. After all, the initial idea of the split was that Swing is the faster progression of damage. Which for some reason was ignored in the table at very-high ST.
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01-12-2017, 09:59 AM | #19 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: KYOS - getting rid of thrust and swing damage
Sounds like a lot of work. I'm trying to get through this with as little work as possible. :o)
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
01-12-2017, 10:16 AM | #20 | |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: KYOS - getting rid of thrust and swing damage
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alternate gurps, combat, damage, knowing your own strength, pyramid 3/83 |
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