02-04-2019, 11:44 AM | #1 |
Join Date: Jul 2015
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Supers (high HP) how to manage excessive Slam damage?
Started playing a supers campaign. It's my first. Our characters have high ST and high HP. Since slam is based off HP and basic move (that's high also), some really high slam damage could come into play.
How to you regulate or manage those potential high slam numbers? |
02-04-2019, 12:00 PM | #2 | |
Join Date: Sep 2004
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Re: Supers (high HP) how to manage excessive Slam damage?
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*Super Jumping is one notable exception and speedsters with instant acceleration can pull a similar trick. |
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02-04-2019, 12:01 PM | #3 |
Join Date: Sep 2004
Location: Canada
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Re: Supers (high HP) how to manage excessive Slam damage?
Don't forget that the person slamming also takes damage. That tends to self-regulate.
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02-04-2019, 12:06 PM | #4 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Supers (high HP) how to manage excessive Slam damage?
Set some of your ST/Hp as "massless" (0 point feature). Using HP for Slam damage assumes you're following the standard mass:HP ratios, and since most Supers don't weigh half a ton, it's fair to say a good chunk of their HP is massless.
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02-04-2019, 12:27 PM | #5 |
Join Date: Apr 2015
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Re: Supers (high HP) how to manage excessive Slam damage?
The most elegant solution and one that just makes sense in general is to decouple mass from hp. Use a 0 point feature called Mass that replaces hp for collisions and all that.
I set it so that Mass 10 = 70 kg (155,6 lbs) and then made it scale up by the square of the value exactly like the way ST scales. So basically 2x Mass = 4x weight = 2x collision damage. Or if you want a formula you can always do it like so: weight = mass x mass x 0,7 kg. Or weight = mass x mass x 1,56 lbs. This is also used for knockback in place of ST by me, so super strong characters will casually deck each other across the room, as they should. It also makes wearing heavy enough gear actually provide increased knockback resistance. Hope I helped. |
02-04-2019, 12:36 PM | #6 |
Join Date: Jul 2015
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Re: Supers (high HP) how to manage excessive Slam damage?
Awesome suggestions. Thanks guys.
One of the players has a basic move of about 24 and HP 40 from what I could gather (I'm just a player, so I don't know all...the GM is keeping our powers secret as well, so we're just learning them at the moment). So I was figuring a maximum 18d slam damage. That's insane. Anyway, I'll suggest a "mass" solution to this. Thanks! EDIT: How do you determine just what the mass of your character is without basing it off your ST or HP or just straight up weight, which the player can choose? I generally choose my characters to be 170-180lbs which is more than the 155.6. So just from my choice alone, I get more slam damage without it costing me anything. Last edited by Boge; 02-04-2019 at 12:57 PM. |
02-04-2019, 01:02 PM | #7 | |
Join Date: Apr 2015
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Re: Supers (high HP) how to manage excessive Slam damage?
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Use common sense and your GMing instincts here, it just works. And if someone is supposed to be a weird density you can just apply some density multiplier afterwards. Like if your beefcake is a living tungsten man and would be base 263 lbs as a huge bodybuilder (Mass 13), then you'd just slap on a x19,3 multiplier at the weight for mass 57 (near enough to that to easily round down to that). |
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02-04-2019, 01:07 PM | #8 | |
Join Date: Jul 2015
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Re: Supers (high HP) how to manage excessive Slam damage?
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So I guess I'm now wondering what you do about super speeds and super jump as mentioned above. When you slam someone, do you take the same amount of damage you deal, or is there damage separate based on what they've moved? I think we've been doing it all wrong. Last edited by Boge; 02-04-2019 at 01:29 PM. |
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02-04-2019, 01:20 PM | #9 | |
Join Date: Apr 2015
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Re: Supers (high HP) how to manage excessive Slam damage?
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Work this out with your player, and if he still wants to be very heavy you can keep this information in mind, and occasionally toss in places where being heavy sucks. As to speed, I usually just allow it as it fits a concept. But I am also a guy that doesn't even use character points anymore (they're a crutch that just hampers me in the end). In general GURPS is poorly designed around superheroics. Superheroes have powers that usually scale more based on drama and basic logic than something as consistent and realistically deadly as GURPS. So extensive talks with players, establishing limits on things, designing by concept and multiple cinematic rules are very much the norm for me to play supers. Just having people buy whatever powers using the listed costs was something I did when I was inexperienced and it really bit me in the ass, made me re-evaluate high power levels in general. |
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02-04-2019, 01:31 PM | #10 | |||
Join Date: Sep 2004
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Re: Supers (high HP) how to manage excessive Slam damage?
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If they went the SuperST route for HP40, implies ST20 + SuperST 20 for an effective ST 5020 at the cost of 1 fatigue per use. That's a 505d thr, which is Hulk level high but not Superman level high. Quote:
For knockback purposes (not slam), I generally treat characters over HP12 as HP10. It's easy on my math and allows punches to send tough guys flying back. If they "brace" they can resist with full ST instead of defending. It's comic book physics, if you try to artfully dodge and get tagged, you get thrown back. Strong characters that dig in usually end up getting pushed back slowly while they impress everyone with how tough they are. Quote:
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