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#51 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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That whole event was . . . unfortunate.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#52 | ||
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#53 |
Join Date: Feb 2005
Location: Berkeley, CA
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Well, there's the problem that GURPS doesn't have a size stat, but most people don't realize 'ST 9/DX 15' is someone who weighs on the order of 50 pounds.
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#54 |
Join Date: Mar 2016
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It really isn't. Even the quick and dirty mass-to-ST equation (which tends to underestimate the size of humans) would put ST 9 at about 90 lb. Why would DX even have an impact on someone's weight?
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#55 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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I think "DX is really ST"-type arguments would hold more water if DX was just speed. But DX isn't just speed. It's very specifically also flexibility, balance, fine motor skills, and lots of other things that are more about joints, the inner ear, nerves, and the brain than anything to do with muscles or how swiftly you move. In fact, outside of combat and vehicle skills, there isn't even much of a speed aspect to what DX covers . . .
I do think that "DX is really ST" makes sense for active defenses, though. The essence of avoiding harm isn't "being really precise" but "jerking large chunks of your ponderous self around forcefully enough that they avoid or intercept an attack vector over which you have zero control."
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#56 | |
Join Date: Feb 2005
Location: Berkeley, CA
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DX is not ST, but DX is limited by ST. |
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#57 | |
Join Date: May 2012
Location: New Hampshire, USA
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Meanwhile sword guy isn't bad, but he's no expert either. Mostly relies on his ability to afford armor to win fights, because his skill level is in the upper end of "ordinary" but not really close to being an expert (ordinary is 9-11 for a hobby, 12-13 for something used in professional life, expert is 14-19). He's had lessons for a while or maybe been in a few battles in which he sat on a horse, wearing armor, and killed a bunch of peasants who didn't have the spear skill, but he's never faced a really skilled opponent (or he has but got schooled.) GURPS shouldn't be treated as an open book for you to buy whatever you want. GM's should take a very active hand in character creation to make sure characters make sense and are appropriate for the game. GURPS can do anything, but that doesn't mean anything is appropriate for the game or realistic or even believably cinematic. You can have a 4 DX and a 30 broadsword skill and 30 acrobatics if you want, along with Klutz but perfect Balance. Does it make sense? Not really? |
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#58 |
Join Date: Mar 2016
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Not trying to be rude, but I just don't understand how that makes any sense. By that logic, no human can ever have any remotely good DX, because the weight required would either be physically impossible or at least underweight to a deadly degree. 90 lb is already lower than possible on the Build Table for someone ST 9 and Average build. Even the Skinny column only goes down to 70 lb.
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#59 |
Join Date: Nov 2004
Location: Sydney, Australia
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Hmmm, Kromm has already posted about DX not being limited to physicality. I'm 52, I grew up being very sporty and athletic, these days less so. I still have demonstrably faster reflexes than my 20 year old nephew, who is athletic and very fit. His ST to weight ratio is MUCH better than mine, but I am still much faster to react and move physically. What he is able to do is sustain dextrous movement and is at less risk of injury when we start talking about moving whole body mass. But, really, it's too simplistic (and I think wrong) to equate ST to mass as a defining factor in DX. It's a contributor, but there is much more to reaction and movement, including experience, muscle type, cognitive processing, training, and so on.
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#60 | |
Join Date: Jan 2006
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GURPS CP are not an accurate measure of character power (whatever that is) They are kinda balanced for balancing the spotlight time of wandering violent squad-based troubleshooters ... but it's a rough balance. Very rough. Don't count on it to force your players to make appropriate PCs all on its own. Making sure that the PCs are good fits for the game is part of the GM's job. |
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Tags |
combat, optimisation |
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