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Join Date: Oct 2004
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Hello,
on GURPS Supers, p18-19 there is a description of "classes" of Supers, their point-totals and scales of combat abilties. The "biggest" supers class, for example, named "M" from Millenium allows for the following abilities: Max. dice of Innate Attack or basic swing damage: 15000d Maximum DR: 50000 Maximum Damage Reduction factor: 10000 Maximum Levels of ST with Super Effort: +28 (+100000) Such a Super could have up to 3*500d of dDam as used in GURPS Spaceships and is therefor comparable to a Spinal Battery with an Output of 300TJ (see table on Spaceships, p67) and damage type "dDam1". Quite impressive ... and i like this vision! But the rules on Supers, p18-19 seem to limit Supers to 6400 points! With this "little" amount of points, you just cannot reach the above limits on damage dice and DR! And this, while IT:DR and S-E *are* within the reach of that point-limit: IT:DR 10000, 600 points Super Effort +28: 750 points Is this on purpose? For 600 points, i can just get 600/5 = DR 120 or between 120 and 360 dice of damage! I just cannot see how that is constructed in a logical way - despite the fact, that with 6400 points only DR 1280 or between 1280 and 3840 dice of damage can be bought. Something is wrong - for me, it seems the 6400 points need to be adjusted OR (and i like that better) the cost for damage and DR need to be scaled down like the cost for IT:DR and S-E (both of which do not follow a linear progression as the former two). What do you think? How would you handle this situation? o Limit a player to 6400 points and therefor much "too low" damage or Damage Resistance? o Increase the point total? o Change the cost progression? Thanx for your thoughts ...
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4E books: Basic, Powers, Fantasy, Magic, Thaumatology, High Tech, Ultra-Tech, Martial Art, Supers, Space (SC only), Spaceships plus GCA and 66 of 3E books PDF: 4E as above plus Bio-Tech, DF and more |
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| Tags |
| cost, points, scale, spaceships, supers |
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