09-25-2020, 05:43 PM | #51 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Simplified Jumping?
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Plus, in this situation you might as well slap on Tough Skin too and get DR15 to ignore the IA, especially if you are using Armor as Dice to just ignore 4d of damage. I'm not saying Striking ST is properly costed exactly as it is (I've seen good arguments for 2/lvl and 3/lvl), but being able to wield different weapons and the ability to slap it onto IAs is definitely more versatile than a single IA... except in a situation that blatantly rewards the IA user. But then, I feel Affliction (Daze, Fixed Duration) can do wonders for 15pts because in a duel it is a fight ender and you don't have to kill them (you can since they can't do anything until struck so you might as well make any attack at the brain, you've got 180 seconds). |
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09-26-2020, 07:42 AM | #52 | |||
Join Date: Sep 2004
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Re: Simplified Jumping?
I was just looking at the scaling of damage overall.
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That presumes the +50% you're paying for allows you to: - Get a (flat) damage bonus using weapons - Get a variable reach with weapons - Use range weapons It carries the drawbacks of: - Melee (CC) if you don't have a weapon. - Exposing your limbs to risk if you don't have a weapon. There's also the added complication of per die bonuses which effectively increase your Striking ST damage by +33% per +1/die. I'd replace those with two separate rules. Damage bonuses based on having points in skill (perhaps a flat +1 per 4 or 8 points of skill?). AoA (strong) becomes a type of Extra Effort. Quote:
The first is to other relative defenses. Speed is usually a better deal. Dodging an attack (no damage regardless of power) is better than hoping your DR will deflect it. You also get bonus to get away from combat and get to cover (free DR, makes you harder to hit). The second it to what you can buy to defeat DR. For the same point value you can do x3 the damage that DR protects against. DR guy tends to lose to the same PV or IA guy if all other things are held equal. The third comparison is relative to equipment. Is armor + DR going to protect you well from the weapons and advantages in play? At TL8+, not likely. At TL5-, quite often. For TL6-7? Maybe. Quote:
As for suffocation, it usually works by doing HP damage after you run out of fatigue. Did you take away the danger of taking HP damage when out of fatigue? That changes quite a few things... |
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09-26-2020, 08:33 AM | #53 |
Join Date: Sep 2004
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Re: Simplified Jumping?
Just for fun here's a relative look at the various ST proposals we've been discussing and how they relate:
KYOS: From Alternate GURPS IV. This scales very fast for lift (every +10 multiplies it by a cumulative x10) and linearly for thrust (+1 thr/lvl). ST costs 10/level. "Scale": ST decreases in cost as it goes up such that 50 points moves you up each step on the speed range chart starting at 10 and following the progression from there (10, 15, 20, 30, 50, 70, 100, 150, 200). Super-ST: The solution presented in supers. You can use Super-Effort instead of Extra Effort costing 1 fatigue/use but giving you a speed/range value to add to your lift, damage, etc for that use. BL.........KYOS..................Scale (50/+1 speed/range)..Super-ST 50 lbs.....ST 14 Thr 1d+2 [40]...ST 16 Thr 1d+1? [60].......ST 16 Thr 1d+1 [60] 500 lbs....ST 24 Thr 4d [140]....ST 50 Thr 5d [200].........ST 27/50 Thr 5d+2 [380] 1 ton......ST 30 Thr 5d+2 [200]..ST 100 Thr 10d [300].......ST 29/90 Thr 10d [460] 10 tons....ST 40 Thr 8d [300]....ST 300 Thr 30d [450].......ST 33/320 Thr 34d [620] 100 tons...ST 50 Thr 10d+2 [400].ST 1000 Thr 100d [700].....ST 36/1020 Thr 103d [740] Super-ST obviously costs the most, costs fatigue/use, only works for a limited set of functions (no extra HP, doesn't add to enc, etc), and replaces Extra Effort (which is often overlooked). Super-ST also offers very little benefit until you get above ST100. Cost-wise, it's less than a +20% cost to double going from ST50 to ST90. Below ST50 it's often cheaper just to buy ST. Scaling the cost of ST gives you similar values to Super-ST but all the advantages of actually having that ST value. KYOS is obviously the best lifting for a point budget, but you don't get damage or lots of HP for that value. Thoughts: KYOS costs feel about right for lifting capacity. You can compensate for the lack of damage and HP by taking HP, IT:DR, and either IA or Striking ST as desired with the points you save. The biggest drawback here is that you'd have to buy multiple traits to get what you want. Progressively decreasing cost (scale) seems to be the simplest solution for buying everything as one stat. The costs seem a bit high compared to what you could get in the i-range, but it progresses well for Supers in the d and higher range. Decreasing costs for other traits would be necessary to keep them in line with the progression of this one. Other than being the "official" solution, I can't see a reason to use Super-ST. There are ways to do almost everything it does using other abilities for less cost, and it doesn't compare favorably in cost or function except at really high levels when it's better than everything else. Last edited by naloth; 09-26-2020 at 08:36 AM. |
09-26-2020, 01:25 PM | #54 |
Join Date: Aug 2018
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Re: Simplified Jumping?
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09-26-2020, 04:16 PM | #55 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Simplified Jumping?
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Further, enough DR to protect against commonplace mundane attacks can do a lot even when a super can easily overcome it. Enough DR to stop melee attacks means far less potential threats in TL4. Enough to stop bullets applies in TL8. There's also the fact that DR is actually cheaper than it looks. Take away the downsides of Flexible in Tough Skin and your DR is strictly DR with no other side effects. Get Can't Wear Armor if you aren't planning on weighing yourself down (and Kromm even suggested a further -20 disad for CWA on top of the limitation). And combining CWA with Tough Skin isn't unreasonable, unrealistic, or outside of genre so the 1pt per level actually scales hard against, say, Cutting which does less damage unmodified than the DR you buy with the same points. Or just be immune to crits ;) (Luck is generally good enough for that considering how rare they are, but I worked out a variant that makes you immune to crits for 15pts) |
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09-26-2020, 04:59 PM | #56 | ||||
Join Date: Sep 2004
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Re: Simplified Jumping?
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09-26-2020, 06:22 PM | #57 | ||
Join Date: Jun 2010
Location: Dreamland
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Re: Simplified Jumping?
Which is an issue with a lot of combat stuff in general. A modern day sniper is just in a better position than someone with affordable DR, Striking ST, IA, Dodge, etc. I don't see an issue with the proposed (TL - 4, min 0) * -10% limitation I've seen around these boards as a houserule. If anything Dodge in particular scales better with TL.
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09-26-2020, 06:44 PM | #58 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Simplified Jumping?
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__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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09-26-2020, 06:47 PM | #59 | |||
Join Date: Sep 2004
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Re: Simplified Jumping?
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If it's not really an issue, then it's not really a valid limitation in that campaign. |
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09-26-2020, 07:01 PM | #60 | |
Join Date: Jun 2010
Location: Dreamland
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Re: Simplified Jumping?
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Or it's a required limitation. Using my healing example again, a setting without disease means you can't get the most out of Healing, so I'd have players take a limitation to show that. |
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