02-26-2016, 07:58 AM | #41 | |
Join Date: Sep 2004
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Re: Knowing Your Own Strength - Tank Smasher
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If you move to the ST30 = 10d of damage (avg 35 damage prior to bonuses), you just have too much damage for the number of HP. Having numbers in a narrow range feels workable if there's a chart to rescale the DR and weapon damage of equipment. |
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02-26-2016, 08:21 AM | #42 | |
Banned
Join Date: Jun 2005
Location: Bristol
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Re: Knowing Your Own Strength - Tank Smasher
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However with this Power you can do all the fun super stuff. The problem is the 10pts per level. If we go back to innate attacks and just use Crushing for 5pts, then start the mod tricks: -30% for C attack -15 % for Temp disad. Berserk -10% Biological -20% (?) Only vs non living material -20% No Knock Back -20% (?) All out attack only. Divides Armour (3) = +100% Overall 15% 100 ST = 500 + 15% = 75 But you can toy around with it like that. |
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02-26-2016, 09:11 AM | #43 | |
Join Date: Nov 2009
Location: GMT-5
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Re: Knowing Your Own Strength - Tank Smasher
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02-26-2016, 09:58 AM | #44 | ||
Join Date: Sep 2004
Location: Canada
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Re: Knowing Your Own Strength - Tank Smasher
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The problem I have with this is the same as the problem I have with Enhanced Move, and I really have with Enhanced Move with Second Nature - there are now two scales for buying attributes again. It smells of the 3e problem where you have an orc with ST 15 and a human with ST 15 and they each paid different amounts for it. Blech. Blech. Blech. It feels dirty. it feels REALLY dirty because it doesn't have any guidelines about when you buy regular ST vs Super ST, so you end up with situations where you've bought (eg) 6 levels of Super ST, and buying one level of regular ST for 10 points now gives you +100 ST. Should that be right?
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02-26-2016, 10:07 AM | #45 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Knowing Your Own Strength - Tank Smasher
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Now, consider shooting at someone who has, under vanilla rules, DR 100, and who is also behind a wall with DR 100. Under the new DR, both are DR 20. Under vanilla rules, either by itself resists a 30d attack, both together resist a 60d attack. The problem is, the 30d attack is 3d6+10, the 60d attack is 3d6+13, so DR 20 + DR 20 = DR 23? Or should they add up to DR 40, at which point you can resist an attack that is 3,000d in normal GURPS. |
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02-26-2016, 10:42 AM | #46 | |
Join Date: Sep 2004
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Re: Knowing Your Own Strength - Tank Smasher
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02-26-2016, 10:44 AM | #47 | |
Join Date: Nov 2009
Location: GMT-5
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Re: Knowing Your Own Strength - Tank Smasher
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If you buy one level of regular ST for 10 points and 6 levels of Super ST for 300 points, you have spent 310 points and have an effective ST of 110 (11x10). Moreover, the Super ST advantage had No Signature and countermeasures baked in. So our example character would look like someone with ST 11 and if they stepped into Dr Drainem's Power Drain Field, they would only have ST 11. To save a few points, for 290 you can have an effective ST 98 (14x7). They wouldn't have as much "Injury Reduction" as Smashem McSkinny above but they spent 20 points less and are quite a bit stronger when without their powers. Someone like Thor would have max normal ST (because so much buffness) and 8 levels of Super ST (the max allowed in that particular setting) giving him a grand total of ST 320 for 460 points. Someone could take one level of Super ST (your orc) instead of 5 levels of normal ST (you human) for the same amount of points and get "Injury Reduction" (1.5) and the ability to be surprisingly strong. But they will also face the prospect of losing those advantages when faced with Dr Drainem. And while we're dreaming of renaming the Most Confusing Name Choice Ever, can we call it "Injury Divisor?" |
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02-26-2016, 10:46 AM | #48 | |||
Join Date: Sep 2004
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Re: Knowing Your Own Strength - Tank Smasher
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02-26-2016, 12:32 PM | #49 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Knowing Your Own Strength - Tank Smasher
Not that I've been the most use this thread, but I will second a desire to rename IT:DR to something less confusing, as well as preferring a unified Strength buying system. The latter isn't just a matter of the "feel" of GURPS: this was tried before, remember? We had the Enhanced ST rules in 3e, which were supposed to take into account not only how different ST hits a diminishing return far more quickly than DX and IQ. This also replaced a different mechanic introduced earlier where you paid a certain amount for an Advantage that then made ST cheaper for your character to purchase.
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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! :) |
02-26-2016, 12:43 PM | #50 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Knowing Your Own Strength - Tank Smasher
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I prefer IT:DD (damage divisor), or just DD. |
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pyramid 3/83, strength, supers |
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