01-01-2021, 08:07 PM | #1 |
Join Date: Oct 2015
Location: New England
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Buffing ST
Since there has been so much talk about ST being a dump stat, here's a thought for how to make investing in ST more attractive. As it stands, figures under 30 ST suffer -2DX when taking 5 hits or more, and fall down at 8 hits in one turn. What if:
ST -2DX Falls 16 6 9 20 7 10 25 8 12 Last edited by Shostak; 01-01-2021 at 08:11 PM. Reason: incomplete |
01-01-2021, 09:48 PM | #2 | |
Join Date: Jan 2018
Location: Sydney, Australia
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Re: Buffing ST
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Or if you want the rules to work the same as for giants &c then some other formula, slower than linear. |
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01-02-2021, 04:51 AM | #3 |
Join Date: Aug 2004
Location: Pacheco, California
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Re: Buffing ST
Make each point of ST count.
Roll two dice and if this total is less than or equal to the amount of pre armor damage taken this turn then roll two dice against ST to better this success. If the figure wins then there is no further penalty. If they fail then their next action is at -2 DX for losing their balance. And try again with three dice vs damage vs three dice vs ST. If the figure fails to beat the impact force they fail over.
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01-02-2021, 09:50 AM | #4 | |
Join Date: Oct 2015
Location: New England
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Re: Buffing ST
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01-02-2021, 12:35 PM | #5 |
Join Date: May 2019
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Re: Buffing ST
There's always the original advantages of great strength. I didn't really understand why those got removed, so I still use them.
And I do occasional rough checks on weight carried. |
01-02-2021, 01:23 PM | #6 | |
Join Date: Oct 2015
Location: New England
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Re: Buffing ST
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Another possibility would be to keep David's suggestion of -1DX at 1/4 ST, and then have -2DX kick in at 1/3 ST, keeping fall-down damage at 1/2. That eliminates the saving roll that falls apart at high levels of ST. Sorry--my original posts here have essentially been thinking out loud rather than a more thoroughly thought out idea. |
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01-02-2021, 03:03 PM | #7 |
Join Date: Dec 2017
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Re: Buffing ST
An adapted version of the old advantages of great ST (recognizing that the scale of possible scores is more limited) would be welcome.
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01-02-2021, 03:49 PM | #8 |
Join Date: Jul 2018
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Re: Buffing ST
Some things i have tried before is to allow fighters to buy extra ST as "hit points" (split ST scores) at a rate of 2HP for the cost of 1 current attribute increase. All rolls against ST as well as requirements for weapons remained at the lower ST score and damage/injury came from the higher ST score as well as armor wearing reductions with the old advantages of great ST rules. There was a limit of 2X your actual ST score for the total "hit points" one could get, so someone with a 10 ST could have 20 hit points maximum (10 from his ST 10 and 10 extra bought with their next 5 "cash ins"). I also extended this to wizards for extra fatigue (with the same limits) but it could only be used to power spells, sort of like the new mana staff rules. (off topic but related: I also did this for "skill points" to buy new spells or talents with a limit of 2X your IQ) I found that these helped create more grounded/rounded characters without suffering attribute bloat and thus breaking the nice 3D6 bell curve the system is built on.
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01-02-2021, 04:09 PM | #9 |
Join Date: Dec 2017
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Re: Buffing ST
An interesting thought. Actually, there is already something so similar to this in the game that an elegant solution might be to adapt it: Just as wizards can invest XP in purchasing mana for spell casting, perhaps heroes could invest the same number of XP to purchase a reserve of 'damage ablation' ST points. There is also already something a bit like this in the Supers rules from the Legacy Edition compendium. The end result would be a more cinematic game, but I suspect it would remain very similar in most respects. The big change would be that a highly experienced hero would be able to fight through a crowd without the use of magic items, in ways that are not possible using standard rules.
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01-02-2021, 04:25 PM | #10 | |
Join Date: Sep 2018
Location: North Texas
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Re: Buffing ST
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