02-26-2016, 02:21 PM | #51 |
Join Date: Sep 2004
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Re: Knowing Your Own Strength - Tank Smasher
Isn't linear damage pretty much how it works now (multiplying the damage and you get a proportional increase in penetration)?
The two biggest issues we've run across is a) teaching someone all the details they need to know (GURPS is fairly granular) and b) that it doesn't scale well outside of human ranges. Approaching b) by keeping the values constrained to a more reasonable range (for purchase, potential contests, etc) would require a non-linear approach. |
02-26-2016, 02:38 PM | #52 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Knowing Your Own Strength - Tank Smasher
Eh, there are some issues with large objects not having enough hit points unless you give them substantial DR, and lack of resolution at the low end, but there's nothing really difficult about "this attack does 11,000 damage vs DR 10,000 on a target with 20,000 hp" or "this attack does 0.11 damage vs DR 0.1 on a target with 0.2 hp".
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02-26-2016, 02:59 PM | #53 | |
Join Date: Sep 2004
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Re: Knowing Your Own Strength - Tank Smasher
Quote:
Animals are also often very expensive simply because of their ST, most of which they can't as effectively as humans. NFM and Size modifiers help, but the cost can still end up dwarfing all the rest of their traits. Supers (4-color) really needs a better crutch, since right now heavy GM moderation and pulling attacks is all that keeps it from being a bloody (punching someone into a fine mist) mess. |
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02-26-2016, 03:24 PM | #54 |
Join Date: Aug 2004
Location: Cincinnati, OH
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Re: Knowing Your Own Strength - Tank Smasher
Apologies if this has been pointed out already (I skimmed through this thread very quickly), but KYOS suggests allowing supers to buy Striking ST equal to ST. And Power Blow is standard for bricks according to GURPS Supers. Therefore, using RAW KYOS plus RAW Supers, tank-smashing ST is 180, or 120 if you dump enough cp into Power Blow to afford a -10 penalty.
Since the superhero genre brutalizes the laws of physics anyway, using Striking ST and Power Blow doesn't sound too kludgy to me. And I think the rate at which thrust damage increases in KYOS is still slightly unrealistic, based on how KYOS bow damage compares to The Deadly Spring. So I wouldn't want to increase the rate further. |
02-26-2016, 03:46 PM | #55 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Knowing Your Own Strength - Tank Smasher
That seems... completely unrelated to what I was talking about. I'm not saying anything about being linear in character creation, just that linear damage points seem the way to go.
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02-26-2016, 03:50 PM | #56 | |
Join Date: Sep 2004
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Re: Knowing Your Own Strength - Tank Smasher
Quote:
Anything post TL7 also has the eggshell issue where damage scales so fast that once you overcome DR you tend to pulverize what it was protecting. When you're rolling to overcome DR120ish, that HP10 guy behind doesn't have much of a margin for survival. (Tighter ranges, while cinematic rather than realistic, allow for a greater disparity in power level before it becomes so lethal.) Last edited by naloth; 02-26-2016 at 03:53 PM. |
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02-26-2016, 05:51 PM | #57 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Knowing Your Own Strength - Tank Smasher
Quote:
So... yeah, still not needing a special new trait and I'm depressed from remembering the novel. And the film.
__________________
My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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02-26-2016, 06:26 PM | #58 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Knowing Your Own Strength - Tank Smasher
If you're willing to completely toss the 'hit point' model, there are some interesting tricks you can play with threshold models. A basic threshold model would be something like:
Weapons have Penetration and Damage. Armor has penetration thresholds, targets have damage thresholds. First, roll 3d6+Pen vs the target's armor, and compare to thresholds for the armor. If we're using a 10xlog10 scale, a typical set of thresholds would be: Code:
Thresh Adjust 10 stopped 11 -7 12 -5 13 -3 15 -2 17 -1 20 no effect Code:
Thresh Adjust 10 scratch (shock penalty -1) 13 light (shock penalty -2) 15 moderate (shock penalty -3, disable hand) 17 major (major wound effects, disable limb) 19 crippling (half move and dodge) 20 incapacitating (roll HT to stay conscious) 23 first death check 25 second death check 26 third death check 27 fourth death check 28 dead |
02-26-2016, 08:11 PM | #59 | |||
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Knowing Your Own Strength - Tank Smasher
Quote:
The thing is when you model this with GURPS, it only happens if story relevant or if you have a relevant trait, because if the system worried about such things, it would have to cover far too much detail to be a gameable abstract. So in GURPS, a lot of these things are automatic successes unless you do something that makes them particularly (and I'll say it again) relevant to the game. Quote:
Now where my experience is a bit different is not in ST but in weight. I'm not strong enough to deal with damaging things, but rather I'm heavy enough that I must be careful to avoid damaging things because I weigh so much more than the average person. If modeling myself as a character, at first this wouldn't happen often enough to even be a Quirk. Then it became Quirk worthy. By now, it is just a tweaked version of Klutz (p. B141), where instead of normal clumsiness it pertains to my weight (and size). If someone where watching me, a running gag would be me getting up, forgetting that I need to move a few things around before I get up from my desk because otherwise, I send my (computer) mouse flying. >.> I'll periodically have moments where I will somehow "forget" how large or heavy I am and (if you're not me or the one affected by what happens), hilarity ensues. Quote:
instead of it just being his great ST that causes him issues, it is those traits. He wasn't superhuman, probably just ST 13 or 14. He doesn't even need all three of Hamfisted, Incompetence and Compulsive Behavior; with his low IQ (possibly also a low Will) he would get himself into situations where he'd be handling a small, low HP and low ST critter frequently enough that eventually, he'd mess up and something died. >_< The thing is... the creatures he is handling are so low that even someone with slightly below average ST could still break their necks. His ST would increase the range of creatures he could threaten, but this is not worth a discount (as a Limitation) or points (as a Disadvantage) unless it is especially severe.
__________________
My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :) |
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02-26-2016, 09:13 PM | #60 | |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Knowing Your Own Strength - Tank Smasher
Quote:
If it's more common and handicapping, I would imagine using Bad Back mechanics but for a leg could work as a base.
__________________
Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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pyramid 3/83, strength, supers |
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