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#1 | ||
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Join Date: Jul 2008
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Quote:
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I would have described the issue as the suit getting stronger rather than weaker, but it's the same thing from a different angle.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#2 |
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Join Date: May 2005
Location: Oz
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Not only is it a good idea, it's also consistent with the rules.
The sad thing is that is doesn't even make the maths simpler. "Add 5 to Lifting ST, square the result, divide by 5, that's your new BL" is actually more complicated than "add 25 to BL".
__________________
Decay is inherent in all composite things. Nod head. Get treat. |
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#3 |
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Join Date: Jul 2008
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But it doesn't just increase BL. It increases Striking and Lifting ST.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#4 |
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Join Date: May 2005
Location: Oz
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Each of them separately. So the "add, square, divide" algorithm is only part of when needs to be done.
__________________
Decay is inherent in all composite things. Nod head. Get treat. |
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#5 | |
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Join Date: Jul 2008
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I think that Pythagorean addition is suitable for both components of ST (which tend to be the same most of the time anyway). Then of course you have to look up the new thrust/swing damage, and figure out the new BL. You could have a shortcut to determining the new BL by simple addition, but that wouldn't replace the need to calculate the new Lifting ST. It would require including extra, redundant information or making the calculation needed more confusing, and since Lifting ST has to be an integer it would result in a BL that differs from what your functional ST would indicate.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#6 | |
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Join Date: May 2005
Location: Oz
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__________________
Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 03-08-2011 at 06:18 PM. |
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| Tags |
| battlesuit, equipment, size, size modifer, size modifier, ultra tech, ultra-tech |
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