08-14-2014, 05:35 PM | #1 |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
|
GURPS Project Strength (Fixing ST and ST-based damage and more!)
Hello, hello!
I would like to show you my attempt at fixing ST and ST-based damage. Douglas Cole did so on his blog here and here, but I wanted to take it another step further, and I wanted it to feel more comfortable. Please don't expect anything extraordinary or fantastic! I just wanted to take a dip in the water because of this thread. There was a lot of talk about fixing ST-based damage, the problem with swords destroying armor, and spears doing too little. As a .xls file for older versions of Office. As a .xlsx file for newer versions of Office. Enjoy! I have attempted to summon Douglas Cole here to see what he thinks of these things. Now, if you'll excuse me, I'm going to get back to working on a serial novel and other unrelated GURPS Projects (like Project G!). One of these days, I'll get back to my Magic to RPM conversion. EDIT: Whenever I make posts like these, I feel like a little kid presenting some hodge-podge artwork from school to my parents (in this case, Kromm and Douglas Cole). Here's to hoping that they'll stick it to the fridge and give me a pat on the head. UPDATE: I added a whole bunch of new stuff, and I took another crack at balancing out damage without completely rehauling the way that GURPS works (like with scaling or wound tables).
__________________
Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) Last edited by Raekai; 03-18-2015 at 07:55 PM. |
08-14-2014, 05:45 PM | #2 |
Join Date: Nov 2009
Location: Oregon
|
Re: GURPS Project Strength (Fixing ST and ST-based damage and more!)
Looks decent at first glance. One thing I notice is that swing damage is consistently double thrust damage. I feel like that's exaggerating the benefits of leverage. In fact, I'd be in favor of removing the swing damage column entirely, instead giving swung weapons a ST multiplier based on their length and balance. Swinging a dagger isn't going to be significantly better than thrusting, regardless of the user's strength; a claymore or halberd is a different story.
Of course, that's not an issue that started with your damage table. Last edited by vierasmarius; 08-14-2014 at 05:48 PM. |
08-14-2014, 05:50 PM | #3 | |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
|
Re: GURPS Project Strength (Fixing ST and ST-based damage and more!)
Quote:
__________________
Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
|
08-14-2014, 06:27 PM | #4 |
Join Date: Dec 2008
Location: Cumberland, ME
|
Re: GURPS Project Strength (Fixing ST and ST-based damage and more!)
I like a lot of it on premise. I particularly like the willingness to tackle damage types.
A couple of things that jump out at me: 1) Swing damage below ST 14 is actually worse (by which I mean a worse offender of the problem) than it is by RAW. At least based on your calculations, but your calculations contradict your descriptive text (you're using ST/7.5 for Swing damage and ST/15 for Thrust, but the text says ST/15 for Swing). 2) Taking the changes to damage types in isolation of the calculation discrepancy, the (2) armor divisor and ×1.5 wounding multiplier makes a spear a phenomenally outstanding anti-armor weapon. Using your calculations, in two hands that would be 1d+1 imp (average 4.5). Against Fine Mail (DR 4/2), you're looking at an average injury on a regular Attack maneuver of 3.75 (a pretty stiff blow for one of the most common battlefield weapons against one of the most long-lived types of armor). Maybe that was your intention? Hard to say. I don't have a pretty spreadsheet to lay it all out there, but lately I've been mentally tinkering with something like ST/20 for Thr, and Swing gets a flat +50% (which makes it effectively ST/13.33). It avoids having to fiddle around with the (completely understandable) whole "Get rid of Swing altogether and reassign weapon damage bonuses to account for swinging motion and leverage," mostly because I just don't know enough about the mechanics behind it. I'm not really sold on it at this point, though... now I'm starting to get into Kuroshima's whole "Rescale DR/HP" idea... |
08-14-2014, 06:41 PM | #5 | |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
|
Re: GURPS Project Strength (Fixing ST and ST-based damage and more!)
Quote:
2. Not my intentions. Simply a byproduct. I haven't playtested this whatsoever, but that doesn't seem too bad. There isn't exactly a (1.5) armor divisor, but I would have gone with that if there was by RAW. I guess I could... Add one? Would that be better? I dunno. I'm off to dinner.
__________________
Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
|
08-14-2014, 06:44 PM | #6 | |
Join Date: Dec 2008
Location: Cumberland, ME
|
Re: GURPS Project Strength (Fixing ST and ST-based damage and more!)
Quote:
I've toyed with a (1.5) AD as well... and I think it would work fine if armor (and DR in general) had a finer resolution to accommodate it. Which maybe it would have if DR and HP were scaled upwards by some multiplier. [1] Edit: Pursuant to zoncxs's observation, this sentence would more properly read, "And RAW isn't realistic because it's already too high relative to RAW DR values. Last edited by Landwalker; 08-14-2014 at 06:57 PM. |
|
08-14-2014, 06:52 PM | #7 | |
Join Date: Oct 2010
Location: earth....I think.
|
Re: GURPS Project Strength (Fixing ST and ST-based damage and more!)
Quote:
I out a link to it in the game finders thread. |
|
08-14-2014, 07:01 PM | #8 | |
Join Date: Nov 2009
Location: Oregon
|
Re: GURPS Project Strength (Fixing ST and ST-based damage and more!)
Quote:
|
|
08-14-2014, 07:15 PM | #9 |
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
|
Re: GURPS Project Strength (Fixing ST and ST-based damage and more!)
You can't fix ST based damage while maintaining an Sw/Thr table, the world doesn't work like that unless damage is logarithmic(with opens another big can of worms when you combine with HP).
A better way is to add ST with the weapon bonus and consult the value on a table or to let weapons give bonus per die(or per 2d)
__________________
I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 |
08-14-2014, 07:27 PM | #10 | ||
Join Date: Dec 2008
Location: Cumberland, ME
|
Re: GURPS Project Strength (Fixing ST and ST-based damage and more!)
Quote:
It also does a great job of improving the utility of armor—in a reasonable damage-to-DR-ratio environment, the majority of blows to an armored location will probably be "minor wounds" from blunt trauma, and thus not even accrue a wound (but would still stagger the target, which is both handy and apt). Quote:
|
||
Tags |
armor, cutting, damage, impaling, strength |
Thread Tools | |
Display Modes | |
|
|