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Old 11-16-2020, 12:15 PM   #13
zoncxs
 
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Join Date: Oct 2010
Location: earth....I think.
Default Re: Which optional rules do you use for muscle-powered weapons and armors?

Quote:
Originally Posted by Sorenant View Post
I'm referring to optional rules (or house rules) about adjusting muscle-powered damage, weapon types, armor types and how they interact with each other. ...
I have my own house rules that changes damage how damage scales and where it starts. This house rule cascades to other rules.

Basically swing damage becomes equal to ST/4 with fractions being +1(.25), +2(.5), or +1d-1(.75). Damage Resistance cost 2cp per level. etc.

This gives you, assuming ST 10 is our base, damage being the square root of basic lift as a ration to ST 10. So someone with ST 20 does twice the amount of damage on average compared to someone with ST 10. ST 20 has a basic lift of 80lbs which is 4 times that of ST 10 of 20lbs, sqrt of 4 is 2. With my formula ST 10 does 2.5, or 2d+2, damage. ST 20 does 5d damage.

This scale continues and does not break. Someone with ST 100 does 10 times the damage of someone with ST 10, ST 1000 is 100 times, etc.

You have to rescale known weapon damages (Firearms), though. Which is easy, just convert dice to whole numbers and addons to decimal like above. A pistol that does 2d+2 damage becomes 2.5, times that by 2.5 and you get 6.25 which becomes 6d+1.

This means that for someone to be able to deal the same damage as that pistol they would need an ST of at least 25 to match it. Normal GURPS damage scale, they would need only ST 16.
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