02-27-2016, 12:06 AM | #61 | |
Join Date: Dec 2004
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Re: Knowing Your Own Strength - Tank Smasher
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From ST 11 to 20: Cost as is. From ST 21 to 30: +1 ST/5 points. From ST 31 to 70: +2 ST/5 points. From ST 71 to 100: +3 ST/5 points. From ST 101-200: +1 ST/1 point. From ST 201-300: +2 ST/1 point. From ST 301-700: +4 ST/1 point. From ST 701-1000: +6 ST/1 point. etc. Basically, costs work out the same as Super ST: 15 ST costs 50 points 20 ST costs 100 points 30 ST costs 150 points 50 ST costs 200 points 70 ST costs 250 points 100 ST costs 300 points 150 ST costs 350 points 200 ST costs 400 points 300 ST costs 450 points 500 ST costs 500 points 700 ST costs 550 points 1000 ST costs 600 points etc. I would probably drop the ST cost discount for Size and perhaps make increased Size a leveled Disadvantage. |
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02-27-2016, 01:41 AM | #62 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Knowing Your Own Strength - Tank Smasher
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02-27-2016, 03:40 AM | #63 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Knowing Your Own Strength - Tank Smasher
I think it's appropriate to add some levels of Armor Penetration to your fists if you want to punch through tanks.
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02-27-2016, 07:21 AM | #64 | |
Join Date: Sep 2004
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Re: Knowing Your Own Strength - Tank Smasher
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Let's say you have a super with ST 500 since that's now quite affordable. Even before considering defensive traits, such as DR and IT:DR, there's 500 HP chew through before you can KO him through damage. That's a lot of damage for Innate Attack. On the offense Mr ST 500 also has amazing damage throwing and punching - better than you can buy with Innate Attack - at the higher ranges of ST. This sort of log ST is appealing for high lift while keeping the cost, damage dice, and HP values in a very usable number range. Of course it does mean a change in the meaning of what damage the dice reflect since +20 ST would be +5d and represent a x100 increase in force. DR and IA end up numerically the same but now compare favorably since DR will block more force for its cost and IA will be able to to damage high ST (HP) characters in a reasonable way. The only problem is that existing equipment was assigned ST/HP/DR/damage numbers based on a different force progression, so you can't just pick items from High Tech or Ultra Tech and drop them in with the same stats. |
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02-27-2016, 08:26 AM | #65 | ||
Join Date: Sep 2004
Location: Canada
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Re: Knowing Your Own Strength - Tank Smasher
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As a bolt-on to a 4e campaign, rather than an overhaul, it meets my needs better. Quote:
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02-27-2016, 07:46 PM | #66 | |
Join Date: Dec 2004
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Re: Knowing Your Own Strength - Tank Smasher
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02-27-2016, 07:57 PM | #67 | |
Join Date: Dec 2004
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Re: Knowing Your Own Strength - Tank Smasher
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Interesting cost for Size as a Disadvantage - I ballparked around -15/level as well but didn't go into anywhere near as much detail. In the extremely unlikely event you've never heard of it (and my apologies if I mentioned it in a thread you were in before) Tbone's GURPS Gulliver has an interesting and detailed discussion of size and scaling. |
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02-27-2016, 08:03 PM | #68 | |
Ceci n'est pas une tag.
Join Date: Jul 2005
Location: Vancouver, WA (Portland Metro)
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Re: Knowing Your Own Strength - Tank Smasher
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At least, if I understand what you're saying...
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02-27-2016, 08:14 PM | #69 |
Join Date: Sep 2004
Location: Canada
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Re: Knowing Your Own Strength - Tank Smasher
Oh wow. I can't believe I goofed that badly. *facepalm*
Logarithms on the brain?
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
02-27-2016, 08:47 PM | #70 | |
Join Date: Sep 2004
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Re: Knowing Your Own Strength - Tank Smasher
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1) While huge disparities may be realistic in many cases, they aren't necessarily good for cinematic play. For example, super strong entities usually wound rather than turn people to red mist - the even bad guys that wouldn't pull their punches. That's not exclusive to Supers either. You find it as often in science fiction and fantasy. For that matter you also hear some real stories of survival or accomplishment that would be instant death in GURPS. So the trick is to find a range of scores that are both playable and good at representing what you want characters to be able to do. IE, if you want Spidey to survive being hit by the Hulk (or Aragon backhanded by a cave troll or even a cat kicked by a human), you need damage values that allow it. 2) Point values are supposed to reflect utility. Diminishing returns on many abilities should mean either less points or packing more into each level. 3) Many if not most things in the system are already quadratic (BL), or diminishing (such as ST dmg), in a bell curve (limited range of practical values), or logarithmic (usually the speed/range table) already. Arguably, we've been drifting towards packing things into a more usable range already. Of course, reassessing multiple traits into a unified standard might be too much of a change considering the quantity of things out for 4e, but it seems like a good idea to explore. |
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Tags |
pyramid 3/83, strength, supers |
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