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#1 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Quote:
On the flip side, the slightly-larger but super-strong character (SM +1 and ST 110) saves ~100 points, thus his SM gave him 100 points.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#2 | |
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Join Date: Jul 2008
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But per point 2, the latter guy still spent 900 points on something that stacks up really badly compared to just about any other way to have spent 900 points. The SM+1 might be worth it, but the build that made the SM+1 worth it is not likely to be.
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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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#3 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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For the former, I think the argument is that SM is largely unimportant. I mean, the giant gas-bag alien also has longer reach and faster base move, etc. There are advantages to being that really huge, gangly dude, even if you're not particularly strong. I think the RAW case for the modifier is a sort of a sop to even those scales a bit, to make sure the +1 SM is worth it, so the drawbacks and benefits even out. We can argue for or against that. The other problem is that ST is just too expensive. Actually, ST has a lot of problems. I did some homework on it awhile back, but I'd have to dig out my notes. In addition to being too expensive, it just doesn't scale well, and it causes a serious headache with "giant" critters. I tried to put together something inspired by Transformers, and ST was an absolute mess in that game.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#4 | |
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Join Date: Jan 2010
Location: Brighton
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And there's really no getting around that unless you're going to introduce TL specific pricing structures. And that will be a can of worms. Sadly I think judicious use of Unusual Background as both a advantage and disadvantage is the easier way to go. (although I see Douglas Cole has done some stuff on DR cost by TL) Last edited by Tomsdad; 05-20-2016 at 04:49 AM. |
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#5 | |
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Join Date: Jun 2010
Location: Hmm, looks like Earth, circa CE 2020+
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But Unusual Background can cover things like Ignite Fire being a cute trick at TL8 but a world-changer at early TL0 when humans knew how to use fire but not how to start it (the entire film Quest for Fire revolves around this).
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The Times They Are A-Changing! Your income is about to change Pyramid #4/4: Fantasy/Magic II The Alchemists' Guild and much more GURPS Fantasy Folk: Elves My first GURPS supplement |
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#6 | |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#7 | ||
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Join Date: Jul 2008
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Outside of combat, or the occasional bout of intimidation, it could be useful for navigating environments built for bigger creatures...but it's a lot easier to compensate for being too small to climb the stairs than for being to big to fit through the doors. EDIT: SM does not give you base move. Gigantism does, but that's not coming from SM. Quote:
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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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#8 | |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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Quote:
__________________
“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius Author of Winged Folk. The GURPS Discord. Drop by and say hi! |
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#9 |
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Join Date: Feb 2016
Location: Melbourne, Australia (also known as zone Brisbane)
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Are we talking about 4e ST being over-priced?
I find it interesting that in another recent thread it was claimed that a ST based barbarian was a superior fighter compared to a DX based swashbuckler in 4e. For a normal ST range I think the 4e cost is about right. It could possibly made cheaper for super strength based on the law of diminished returns. I haven't played enough 4e to have a strong opinion either way. |
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#10 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Quote:
Consider that ST 10 deals about 1-2 thrust damage and 3-4 swing damage. Doubling that requires about +4 st [40] which gives you about 3-4 thrust damage and 7 swing damage. DX is harder to measure when it comes to "doubling," but a DX 10 character will hit you about half the time while parrying about 1/4 of the time (meaning that one DX 10 character can expect to hit another about 37% of the time. If we increased our DX to 15 [100], we'd get a 95% hit rate, which (with 1/4 of our attacks dodged) gives us a hit rate of 71%, which is close to double. I think if you broke down into the actual tactics, you could come up with slightly more reasonable numbers, and GURPS offers some ways around this high cost: First of all, that higher DX gives you superior dodge (this character would defend 1/2 the time), and we could boost our skill rather than our DX for far cheaper, and DX is more broadly applicable than ST, so I think most people would argue that it's largely balanced, though I would argue that for pure combat utility, ST is slightly better than DX, point for point. But let's do the same model, but set as a base ST 50. We're a bunch of giants, right? ST 50 deals 19 and 27 damage. To double this requires +50 ST [500], to ST 100, which deals 38 and 42 damage (it's high on thrust, but low on swing). To double your ability to hit still requires... +5 DX [100]. "Alright, genius, but what if you started at DX 20?" Okay, so the problem with DX 20 is that it basically always hits and always defends. The only way to get past it is to use deceptive attacks that bring you back, more or less, to the center of the bell-curve. And the ratio of deceptive attack penalty to defense penalty is the same as the ratio between attack and defense: 2 to 1. This means that a character with DX 25 is twice as likely to hit someone as someone with DX 20. Look, DX 25 defends with a 15 while someone with DX 20 defends with a 13. Apply a -10 to both attacks, and you end up with... 15 and 10, just like before, and a defense of 10 and 8... just like before. The ratio remains the same. It doesn't matter where you are on the scale: +5 DX effectively doubles your ability to hit someone once all deceptive attacks are taken into account. But +5 ST does not effectively double your ability to damage someone. Most of GURPS lives on a bell-curve, but ST does not. It's linear. That means that for your 20 points, DX gets you about the same amount of oomph each time you buy it, but those 10 points for ST are worth less and less. This means that ST works fine on a human scale, but becomes a disaster when you slide far off of it. I know I came up with some solutions... but they ended up look like pale imitations of what T-Bone Tony has already done. This is in a low ST, DF-style game. The problem becomes even more compounded in a high TL game, like those I play, because weapon damage rapidly eclipses ST-based damage, and the ability to avoid those attacks utterly eclipses the ability to endure them. Being ST 20, or even ST 50, isn't worth that much in a game with disinetgrators, but being DX 20 is definitely worth it in such a game.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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| Tags |
| discount, size, size modifier, strength |
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