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Old 05-21-2010, 06:08 PM   #1
Langy
 
Join Date: May 2008
Location: CA
Default Re: [Supers][Spaceships] I/C/D/M Scale and points

Quote:
May that not the core of the problem?
It is. I've personally disliked the scaling of DR and damage quite a bit and think both of them should be changed to logarithmic progressions.
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Old 05-21-2010, 06:14 PM   #2
TJA
 
Join Date: Oct 2004
Default Re: [Supers][Spaceships] I/C/D/M Scale and points

I just tried and found, for example, this "solution":

Pay regular 5 points per level of DR.
After reaching 10 levels (DR10), this cost you 50 points.

NOW, start the same progression as from the Super-Abilities Table (Super, p146) and you end up with DR 50000 costing *exactly* the same as IT:DR 10000 - both of which are the maximum allowed for M-scale.

They cost the same now :)
Everywhere ....

And up to level 100, this cost the same are before in the existing rules!
So, any "getting-cheaper" effect kicks in beyond level 100 - which makes it "safe" for most and more regular characters.

Both cost 600 points (for me, this is a bit low, but i used the existing table, progression and cost).

I think, something similar should be possible for damage cost too!

P.S. It would not be needed to have DR 50000 cost exactly 600 or 750 like the other 2 abilities, but the cost should maybe directly relate to the effects and usability of the Advantage (DR, IT:DR, S-E, damage).
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Last edited by TJA; 05-21-2010 at 07:00 PM. Reason: Added lines: "...getting-cheaper..." and "...damage cost too!"
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Old 05-21-2010, 07:43 PM   #3
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: [Supers][Spaceships] I/C/D/M Scale and points

I'm personally fond of a 'scale' advantage. At level 1, your HP become dHP, your damage becomes dDam, your DR becomes dDR. At level 2, increase to c, at level 3 increase to m, and so on. Based on other scaling for the game, I'm inclined to eyeball that at about 500 points per level (you can go with 600 to fit the range/speed chart, but I see little need for scale 1.5, 3, or 7; at 500 points for x10, scale 2 would be 150 points, scale 5 would be 350).

The advantage of this is that it avoids certain point problems that pop up with log scaling on individual powers. Let's scale Super-Effort on Innate Attack is +400%. Now, lemme buy a 600 point attack.

Small Piercing Attack: 3 pt/die, +400%, 15/die, so 40d. With EE, becomes 10,000,000d6 pi-
Piercing Attack: 5 pt/die, +400%, 25/die, so 24d. With EE, becomes 20,000d6 pi
Huge Piercing Attack: 8 pt/die, +400%, 40/die, so 15d. With EE, becomes 700d pi++.

I am having trouble thinking of a situation where 700d pi++ is remotely balanced vs 10,000,000d6 pi-.

Last edited by Anthony; 05-21-2010 at 07:49 PM.
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Old 05-22-2010, 04:33 AM   #4
Refplace
 
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Join Date: Nov 2008
Location: Yukon, OK
Default Re: [Supers][Spaceships] I/C/D/M Scale and points

I always liked a scaling power rule myself though never worked out a method that fit perfectly.
I initially charged a UB for a multiplier on most attacks which was available for some Supers but not all.
Now I would possibly do it as a tiered Cosmic Enhancement.
Cosmic Power (Scaling) 0 = Normal Damage
Cosmic Power (Scaling) 1 +50%=*3 Damage
Cosmic Power (Scaling) 2 +100%=*5 Damage
Cosmic Power (Scaling) 3 +150%=*7 Damage
Cosmic Power (Scaling) 10 +500%=*100 Damage
Cosmic Power (Scaling) 16 +800%=*1000 Damage
based off the chart in Supers p146.
Each level of this enhancement is +50% and using it costs 1fp for an active power, no cost for a passive power. This gives an edge to defensive powers which I prefer.
It also provides an easy method of turning it on or off since you have to ramp it up by spending Fp to do the more impressive damage.

It thus meshes well with the other multiplicative enhancements and modifiers and gives a reasonable granularity for scaling.
It tends to keep dice down in some cases for normal attacks so you have less sloppy kills, it needs to be more of a intentional thing.
Its expensive but I am quite happy with that too and like the enhancement on ST and other abilities it is less useful if you have low power levels, though not as negatively impacted.
And in some ways since it is cheaper then just assigning many thousands of points to a Super its more controlled by the GM and likely to have less of the bloat in other abilities that throwing all those points at a character would tend to get.

I think its pretty simple and clean but it still doesn't really ring my bell and I am not sure what its missing or what would be better.
I also like it better then the Super Effort enhancement because its more granular but your mileage may vary.

Last edited by Refplace; 05-22-2010 at 04:44 AM.
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Old 05-21-2010, 07:38 PM   #5
whswhs
 
Join Date: Jun 2005
Location: Lawrence, KS
Default Re: [Supers][Spaceships] I/C/D/M Scale and points

Quote:
Originally Posted by Langy View Post
It is. I've personally disliked the scaling of DR and damage quite a bit and think both of them should be changed to logarithmic progressions.
I seriously considered putting in one form of exponential DR: DR bought as a force shield. It's quite appropriate to the comics to have a character spend FP to supercharge their force shield.

But really, comics supers don't rely on DR all that much. The optimal design is some levels of Damage Reduction, to cut down the magnitude of injury from big attacks, and a decent DR, to keep them from being beaten to death by normal men's fists. DR is there to stop the nuisance attacks.

I'm less enthusiastic about Innate Attack, mostly because it's so much cheaper than ST. Spend 100 points on ST and you get +10 ST and +1d damage, with no range! Spend that same 100 points on Crushing attack and you get +20d damage, with a fairly good range. I'd also note that most comic book supers—which is what GURPS Supers was trying to model—do not have ranged blasts that totally annihilate their foes; it's rare to see a blaster in the same damage class as the Hulk, for example.

If you want to stay within that structure and do mega blasts, buy Ultrapower and a healthy battery of Energy Reserve to support it. That will let you get off two or three "nova blast" effects. Note that Ultrapower is not restricted to a fixed upper limit of effect!

If I could have redesigned the GURPS rules for attack and defense powers from the outset, now, I might have done things differently. I really do like uniform scaling rules under which the flea and the apatosaur, or Dream Girl and Superman, fit on the same scale. But that would take more radical changes than GURPS 4/e made. So I tried to do a good fit to the kind of supers that appear in most comics. If you think you can come up with a conceptually neat unified rule that goes beyond that, more power to you.

Bill Stoddard
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Old 05-22-2010, 10:06 AM   #6
naloth
 
Join Date: Sep 2004
Default Re: [Supers][Spaceships] I/C/D/M Scale and points

Quote:
Originally Posted by whswhs View Post
I seriously considered putting in one form of exponential DR: DR bought as a force shield. It's quite appropriate to the comics to have a character spend FP to supercharge their force shield.
I've experimented with this and it works pretty well. There are a few super concepts such as force fields (Invisible Girl/Woman) and super energy absorption (DR w/Absorption) that don't work well with IT:DR.

Quote:
I'm less enthusiastic about Innate Attack, mostly because it's so much cheaper than ST.
While that's true on the lower range the first post quite accurately points out that a blaster will be massively outclassed by SuperST in the C/M scale point range.

Quote:
I'd also note that most comic book supers—which is what GURPS Supers was trying to model—do not have ranged blasts that totally annihilate their foes; it's rare to see a blaster in the same damage class as the Hulk, for example.
Of course, the Hulk doesn't throw punches that can totally annihilate his foes either. It's certainly in genre to have ranged attacks in the same damage range as melee damage. It's not even hard to come up with blasters that have the same damage class as the Hulk.

To that end I've also used Super Effort less impressively for Innate Attack. The fundamental problem here is that there isn't a good value that works for every Innate Attack type. The difference in base costs and the number of other modifiers makes this a complicated problem. Basically you can re-write Innate Attack to get a satisfying, reasonably fair way to scale it like ST but it take a lot more than a tack on enhancement.
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