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Old 08-28-2024, 08:52 AM   #1
Varyon
 
Join Date: Jun 2013
Default Re: A Tier-system for a DF setting

As a further note, I had initially intended for having a higher Tier than the target give the same effect against armor but only negate their IT:DR, plus add a little bonus damage (probably to the tune of +1 per die per Tier), but I fear that would be overly complicated at the table.

Essentially the original proposal would be to give the armor DR based on its Tier; currently I'm intending to have generic armor (that above Null Tier can be modified to weigh more and cost less - such as scale - or weigh less and cost more - such as plate) that has DR 2 for Light, DR 4 for Medium, and DR 6 for Heavy. Under the alternate build, these would be 1/2/3 for Null Tier, 2/4/6 for Tier 0, 3/6/9 for Tier 1, 4/8/12 for Tier 2, and 6/12/18 for Tier 3. Null Tier weapons would have AD (0.5), while Tier 0 would have no AD, Tier 1 would be (1.5), Tier 2 would be (2), and Tier 3 would be (3). Null Tier would have Vulnerability, x2 (Everything), Tier 0 would have no relevant trait, Tier 1 would have IT:DR x0.7 (Everything), Tier 2 would have IT:DR x0.5 (Everything), and Tier 3 would have IT:DR x0.3 (Everything). Null Tier weapons would deal half Injury to Tier 0 and lower (working out to x1 against other Null Tiers) and boost IT:DR a step for higher Tiers (x0.5 for 1, x0.3 for 2, x0.2 for 3). Tier 0 weapons would have no special effects, Tier 1 would negate 1 level of IT:DR, Tier 2 would negate 2 levels of IT:DR, and Tier 3 would negate 3 levels of IT:DR. Tier 1+ could either do the above (armor divisor and IT:DR reduction) or apply +Tier per die to damage, whichever gave a better result, with the option to mix-and-match for Tiers 2+ (Tier 3 could have AD (1.5) and reduce IT:DR by 1 step while also getting +2 per die to damage - or only have AD (1.5) and get +2 per die to initial damage, with a further +1 per die to penetrating damage if it gets through the armor). While it's a bit more powerful, I think what I wrote in the first post will be a lot easier in actual play, plus it's not quite as complicated to work out a roughly fair price for.

I'm also considering having higher Tier enchantments (including those that require a certain Tier of item, if I go that route) have a prerequisite Quintessence value (from "The Fifth Attribute," Pyramid #3/120). Currently, I'm thinking a minimum of QN 3 for Tier 0, QN 6 for Tier 1, QN 12 for Tier 2, and QN 18 for Tier 3. Average QN for the general population is 5, while minimum QN for being an adventurer is 8 ("average" - or at least the default characters start at - is 10). This would mean most people can use Tier 0 enchantments but those in the general population that can use Tier 1 are a bit rarer (but hardly unheard-of; they'd be roughly as common as a person with IQ 12); those who can use Tier 2 and Tier 3 would be quite rare. All adventurers can use Tier 1 enchantments, and those with above-average QN can use Tier 2; only those with exceptional QN can use Tier 3. This also means a military equipping its troops with magical gear would generally be restricted to Tier 0 and the occasional Tier 1 enchantment. Something to consider, at least.

As a final note, I initially planned for the Tiers to correspond to the materials the gear is made from. I may still go for that (and require Tier n materials for creating an item that boosts the character's Tier to n), although the MT guidelines won't be quite as useful there; I may opt to create some generic example items and see how the MT treatment of giving them higher Tier will increase the price and use that to determine a CF.
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