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#10 | ||
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Join Date: Jan 2010
Location: Brighton
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Quote:
It's one way ST does act as a limiting factor. Remember a ST7 adult is going to be pretty weak! Quote:
"incapacitating" is subject to some variability in GURPS. You could possibly incapacitate someone with the above but you'll likely need to leverage some favourable factors. Hit location, a good damage roll, a failed knock down test etc. Some of which can be made more likely with skill. As you say ST13 is going to be doing a lot more damage, and will have to rely much less on such favourable factors. A good example of Skill vs. Raw Strength, remember that for the 60 points that ST difference is worth you can buy another 15 levels of skill. Which even with the -3 penalty for less than MinST** will be net +12. And as has been mentioned there are issues with ST based Melee damage once ST gets high (and what 'high' means). So that all said given the issue and the fact that you'd like to make differences in ST less of a factor in damage, I'd recommend one of the several house rules for alternative ST progression that reduce Thr/Sw. This will proportionally increase the importance of the weapon's adjustment to damage. *sorry I'm assuming a bastard sword with a point ** I wouldn't recommend dropping ST this low for a PC that intends to get into a lot of fights though, even if they intend to use the saved points to buy skill (it comes with other disadvantages on top of the fact that the MinST penalty just negated 12 points spent on skill) Last edited by Tomsdad; 07-11-2016 at 07:36 AM. |
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| combat, hema |
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