03-15-2019, 01:11 PM | #11 | |
Join Date: Sep 2004
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Re: Super Strength Alternative?
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GURPS places a disproportionate cost on what you can do with high ST, even before you get to really high ST. The diminishing returns on carrying, damage, and item use happen start at about 20ish. That's one reason why I like switching to logST (KYOS). Damage increases at every level, high lift is very affordable, and those that can lift cars don't red mist normals. I've been even using for fantasy and other games. I price Lifting ST at 6/lvl and Striking ST at 2/lvl, though, rather than the 7/1 that KYOS uses. |
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03-15-2019, 03:47 PM | #12 |
Join Date: Dec 2005
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Re: Super Strength Alternative?
I've been thinking one point per point over 20 would be a clean solution.
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03-15-2019, 05:59 PM | #13 |
Join Date: Jun 2017
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Re: Super Strength Alternative?
I sort of wonder if you couldn't create a new cheap Advantage called "Ridiculous Strength" that just set your Basic Lift to various levels above whatever was deemed the human max. Like, Level 1 would be whatever the necessary Basic Lift is to lift the average car. And GMs could just set the levels however they wanted to tailor Ridiculous Strength works in their setting.
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03-15-2019, 06:41 PM | #14 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Super Strength Alternative?
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03-15-2019, 07:10 PM | #15 | |
Join Date: Sep 2004
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Re: Super Strength Alternative?
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The biggest problem with reducing the cost is other benefits that ST provides. Grappling & HP. Those benefits are worth far more than 2 points per level. |
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03-15-2019, 08:39 PM | #16 |
Join Date: Oct 2018
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Re: Super Strength Alternative?
Wow these are all excellent views and points. I appreciate all of the tips and hints y'all have given me. I am attempting to run a modern day themed urban fantasy setting. Not really so much D&D style, but more or less Supernatural in nature, Vampires, Werewolves. Demons etc. For the most part I figured just slapping in a few templates and adjusting them accordingly. Though a few potential entities or characters might really be capable of pushing larger than life. Which I am honestly okay with, anything is possible. I will look into some of the sources provided to me. And I welcome more thoughts or ideas on the topic. Super-Effort is good don't get me wrong. I suppose the god-like strength could work too, just nerf it to the desired level.
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03-16-2019, 01:38 PM | #17 | |
Join Date: Sep 2004
Location: Yucca Valley, CA
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Re: Super Strength Alternative?
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03-16-2019, 04:19 PM | #18 |
Join Date: Dec 2005
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Re: Super Strength Alternative?
40 points of Innate Attack gives you 8d damage. That out weights 10 points of Strength causing 1d more damage by a long shot.
The reality is that a 4001 ST is negligible improvement relative to a 4000 ST.
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03-16-2019, 11:44 PM | #19 | |
Join Date: Dec 2004
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Re: Super Strength Alternative?
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(Brief digression on how I got 200. Default Move is 5 and Move costs 5 per level so doubling the default Move (5 to 10) would cost 25 points. For ST, default is 10 and double that is 20 which would cost 100 points or four times default Move. That suggests if an advantage that flatly doubles base Move costs 50 points, one for Strength would cost 200 points.) The drawback is that the Advantage would only become cost effective for base ST 20+. I'm the person who came up with the pricing scheme TBone mentioned (essentially half that or 50 points/level) but that was intended to meld smoothly with the cost of buying ST. It may be a little too cheap. Note that the existing Super Effort enhancement and Injury Tolerance (Damage Reduction) from GURPS Supers are essentially another way to buy external ST and HP that increase at an exponential rate for a linear price. IT(DR) effectively roughly doubles HP for 50/level. Likewise, the Super Effort enhancement on ST effectively lets you double External ST for very 80 points spent, after a large initial buy in. So if you want to create a ST multiplying Advantage based on that pricing scheme: +1 Striking ST (+400% Super Effort, +50% Cosmic no fatigue cost) [27.5] +1 Striking ST (+400% Super Effort, +50% Cosmic no fatigue cost) [16.5] 1 level IT (DR) (using implied cost scheme from GURPS Supers) [25] That adds up to 69 points. Round it to 70/level and you've got a pricing scheme similar to GURPS Supers. Remember that it takes 2 levels to double ST. To keep Innate Attack competitive you'll probably want a similar Advantage. I would price it to be the same as the cost for multiplying Striking ST. |
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03-16-2019, 11:54 PM | #20 | |
Join Date: Dec 2004
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Re: Super Strength Alternative?
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Innate attack is a different matter. You can theoretically wring full value out of Striking ST but that depends not just on picking boosting Advantages but doing things like buying custom made super heavy armor and weapons which don't really fit most genres with enhanced ST. I personally don't care for KYOS because to make it work properly you need to rework damage and damage resistance to reflect that you can meaningfully have negative ST among other problems. You'll wind up with something like the damage system from the Fudge rpg which isn't wrong but is pretty far afield. |
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