09-28-2019, 08:18 PM | #21 | |
Join Date: Sep 2004
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Re: Price Efficiency of Super-ST [Powers/Supers]
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However in this case, where we all know Strength is priced too high in certain ranges, I hardly think it’s imbalanced for a supers campaign. It’s also not illegal. |
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09-28-2019, 08:22 PM | #22 |
Banned
Join Date: Aug 2004
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Re: Price Efficiency of Super-ST [Powers/Supers]
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09-28-2019, 08:24 PM | #23 | |
Join Date: Sep 2004
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Re: Price Efficiency of Super-ST [Powers/Supers]
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09-29-2019, 04:17 AM | #24 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Price Efficiency of Super-ST [Powers/Supers]
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__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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09-29-2019, 07:44 AM | #25 |
Join Date: Feb 2016
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Re: Price Efficiency of Super-ST [Powers/Supers]
True, but I am not sure that we really need to represent such extremes in ST with Super-ST. We could instead use a modifed Ultrapower (Cosmic, No die roll required, +100%; Reliable, +10, +50%) [125] and Regeneration (Extreme; FP Only, +0%) [150]. Since Ultrapower's capabilities are based of the abilities of the character, we would give a character ST 20 [100], HP 40 [40], Lifting ST+20 [60], and Striking ST+20 [100]. Since the Super Value of 20 is 5,000, we would define anything up to that for ST-based feats as Titanic and anything beyond that as Legendary (Reliable +10 allows it to be used in combat without penalty because it cancels out the -10 penalty for combat). With that combination, we could easily gain the effects of Super-ST 20 [900] for 575 CP, without any rolling required, with the character capable of doing it once per turn because they recover 40 FP per turn.
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09-29-2019, 10:45 AM | #26 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Price Efficiency of Super-ST [Powers/Supers]
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I think you'd be better off simply making Super ST cheaper if you think it's not worth the price.
__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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09-29-2019, 10:06 PM | #27 |
Join Date: Dec 2004
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Re: Price Efficiency of Super-ST [Powers/Supers]
There's a number of ways to tackle the Super-ST problem that have been tackled before.
There's the GURPS nugget at TBone's site that has a declining cost for ST. So Up to to ST 20, ST costs 10/level (standard) ST 21 to 30, ST costs 5/level ST 31 to 70, ST costs 5 points per +2 ST ST 71 to 100, ST costs 5 points per +3 ST ST 101 to 200, ST costs 5/level ST 21 to 30, ST costs 5/level ST 201 to 300, ST costs 5/level or ST 15 costs 50 points ST 20 costs 100 points ST 30 costs 150 points ST 50 costs 200 points ST 70 costs 250 points ST 100 costs 300 points ST 150 costs 350 points ST 200 costs 400 points ST 300 costs 450 points Every *10 ST past that costs 300 points. That has the drawback of perhaps being much too cheap. Alternately, create an advantage that multiplies ST. I'd recommend something that matches the Size/Speed/Range scale, with 6 levels for every multiple of ten, just like Injury Tolerance (Damage Reduction) in GURPS Supers. So a character with a base ST of 14 and Super ST 6 would have an effective ST (and HP) of 140. That's kind of how Super Effort works. if you look at ST with the Super Effort enhancement, once it gets going you've got an advantage that boosts External ST by 10* for every six levels, with each level costing 40 points. E.G., ST +10/+100 costs 400 points, ST +16/+1,000 costs 640 points - an extra 240 points to boost ST by a multiple of 10. As written, there is an initial down payment of 160 points, which can be thought of as a stealth Unusual Background cost. Exactly how to price such an overall advantage is a little tricky. The GURPS Nugget suggests 50/level. IT(DR) in Supers costs effectively 25 per level to boost HP. Since HP costs 1/5 of all Strength, a Super ST advantage that boosted all ST might cost 125/level or 750 to multiply ST by 10. Personally I'd lean toward 100/level - that makes it useful for characters with 21+ ST but not those in the normal human range. |
09-29-2019, 10:22 PM | #28 |
Join Date: Feb 2016
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Re: Price Efficiency of Super-ST [Powers/Supers]
Another solution would be to have Super ST being a separate advantage, worth 80 CP/level, with each level doubling ST, and costing 1 FP per use. Character could purchase a maximum of (ST - 20) levels of Super ST.
Level 1: 21/42 Level 2: 22/88 Level 3: 23/184 Level 4: 24/384 Level 5: 25/800 and so on... |
09-30-2019, 06:43 AM | #29 |
Join Date: Sep 2004
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Re: Price Efficiency of Super-ST [Powers/Supers]
While this might be more ascetically pleasing, it still suffers from the same general problems as the normal SuperST. It's a lot of points for something you either can't use a lot (fatigue limitations), would only use on a foe that can't really defend (otherwise you'll be whiffing and puffing before you land a hit), or you'll have the points and additional abilities to ignore the fatigue limitation (fatigue regeneration? lots of fatigue? super luck?).
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09-30-2019, 11:16 AM | #30 | |
Join Date: Feb 2016
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Re: Price Efficiency of Super-ST [Powers/Supers]
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