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 03-28-2017, 10:53 PM   #1
Mark Skarr
Forum Pervert
(If you have to ask . . .)
 
Mark Skarr's Avatar
 
Join Date: Feb 2005
Location: Somewhere high up.
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?
Mark Skarr is offline   Reply With Quote
Old 03-29-2017, 02:03 AM   #2
vicky_molokh
GURPS FAQ Keeper
 
vicky_molokh's Avatar
 
Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Re: [Supers] Log ST and Swinging for the nosebleeds

Hmm. +Flat bonus, or +½/die, whichever is better?
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
vicky_molokh is offline   Reply With Quote
Old 03-29-2017, 04:03 AM   #3
Anders
 
Anders's Avatar
 
Join Date: Jan 2005
Location: Gothenburg, Sweden
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.
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius
Anders is offline   Reply With Quote
Old 03-29-2017, 05:58 AM   #4
malloyd
 
Join Date: Jun 2006
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).
__________________
--
MA Lloyd
malloyd is offline   Reply With Quote
Reply

Thread Tools
Display Modes

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 12:13 AM.


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