06-25-2014, 09:04 AM | #41 | |||||||
Join Date: Jan 2010
Location: Brighton
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Re: Trained Strength for Striking [TG]
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A ST10 chap's basic punch is 1d-3 after all. Quote:
To get +2 on a swung attack (i.e to match the karate max bonus) you'll only need DX+4 on avg, DX+2 on fast and DX+1 on V.fast Quote:
and we can get into Higher than average ST's damage vs. higher than average ST's ability to wear protection. (I actually tend to find they even out). However even if it is an issue, not sure why making it worse is the way to go? Quote:
A ST barbarian chops through DR6 plate even with edge protection we agree this is 'bad'. But in a ST15-18 world he won't ever be going up against DR6 plate it will be DR12 or higher plate. I.e balance, increased ST in melee damage is countered by increased ST lifting ability. There's not counter balance to high skill giving more damage, so with no counter it will over match especially as it will also add on top of everything else (watch out for ST18 barbarians with high skills of course). There's no equivalent free, realistic bonus side effect for "people who trained a lot to fight in armour are able to get more benefit from it" (although given 5 mins I could probably make one up to be fair). Thing is cinematic games where mighty heroes cleave through armour with either heroic strength or heroic skill or a heady combination of both that's fine, it just not realistic. Last edited by Tomsdad; 06-25-2014 at 09:46 AM. |
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06-25-2014, 09:51 AM | #42 | |||||||
Join Date: Jun 2013
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Re: Trained Strength for Striking [TG]
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EDIT: Now that I think about it, something like a +2 DB when the foe targets a subsection of a hit location, where success by DB results in them instead striking the most heavily-armored part of that subsection, would be a pretty solid Perk. Just wearing bracers and the foe targets your upper arm? +2 to try and get them to hit the bracers instead. Just wearing a pectoral and the foe targets your stomach? +2 to try and get them to hit the pectoral instead. Probably cinematic when you've only got 1/6 protection on the hit location, but probably realistic when up against a foe exploiting Chinks and Armor Gaps. Last edited by Varyon; 06-25-2014 at 02:54 PM. |
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06-26-2014, 12:55 AM | #43 | |||||||
Join Date: Jan 2010
Location: Brighton
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Re: Trained Strength for Striking [TG]
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There are lots of realistic things in GURPS there realism doesn't mean they don't cost points. But yes if you going to up DR or reduce damage in some way this tweak's benefit will change. Quote:
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However as to your point, your rule has made cutting though DR6 all the more likely? So welcome to your rule I guess? Andre with his ST18 does basic 3d with swing, so give him a Broadsword and its 3d+1 but give him a skill of DX+4 and assuming broadsword is avg progression (you still haven't said which weapons would be what progression) and he's doing 3d+4. That means he will be cutting through DR6 even with edge protection 75% of the time, as opposed to 37% of the time without the tweak. Defeating armour has been my issue with this tweak all the way through. As I said before if you going to reduce melee damage (or increase DR) then fine my balance of opinion on this tweak will change. EDIT: ah spotted a possible point of miscommunication here I wasn't saying "bad" ironically (as in "bad" = good). But used the bunny ears to indicated all sorts of unwritten reasons why it's bad that we already agree on. Its just that one them which we may not agree on is that I think one of the reasons why ST18 chaps cutting through DR6 plate is un-realistic is because ST18 chaps in abstract are not realistic, and if they were likely than DR6 plate would itself not be the realistic defence employed. Quote:
Last edited by Tomsdad; 06-26-2014 at 04:19 AM. |
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06-26-2014, 08:19 AM | #44 | ||||||
Join Date: Jun 2013
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Re: Trained Strength for Striking [TG]
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Regardless, I don't actually care what the starting point is. One could even argue that the bonus for Karate is more powerful than allowing a comparable bonus for, say, Broadsword - because it's seeing a greater percentage increase. Quote:
So, before we go further - do you think this rule is realistic, or do you not? Quote:
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(I should note that if you want to comment on the alternative damage scale I reference above, the linked thread is the appropriate place to do so) |
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06-27-2014, 02:59 AM | #45 | ||||||||
Join Date: Jan 2010
Location: Brighton
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Re: Trained Strength for Striking [TG]
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Although of course if I get there with low stat + high skill, and you get there the DF way with High Stat + medium skill, again our perspectives on the tweak will differ. Quote:
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Especially as my point still stands Karate even with a karate skill weapon and the karate bonus is still less damaging them a melee skill and relevant weapon. So saying "I'm only matching the Karate bonus" ignores the reality of the karate bonus in effect. I agree with you the bladed hand. However if you're having to cite the bladed hand as proof that you comparison is valid, well that's not good is it? Oh and of course Karate is a (H) skill of course, where as the majority of melee skills are (A). Well you should because it puts your comparison in context. Quote:
Especially important if you hitting DR4. Increases, bonuses etc in abstract are well abstract, context is king. Quote:
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If nothing else ST14 cost 40 points, well for some levels in resources I can buy that Squire better armour than that. I said High ST balances against high ST, Not high ST with halberds balances against normal ST wearing munitions plate. Guess what High ST may just not be that realistic. And the problem your running into here is expecting realistic results from unrealistic set ups. And that's what all these debates always revolve around Quote:
However I suspect you just end up with issues with High skill giving you unrealistic results vs. armour rather than high ST, (and of of course high skill in combination with high ST) EDIT: OK I've looked at the link you gave me sorry it's not very clear how the progression fits onto of the basic damage? Is it (St + Weapon dam mod + progression bonus to ST)/10* all converted into dice and adds? *assuming realistic Swing I'll have play and reply in that thread. Last edited by Tomsdad; 06-27-2014 at 03:26 AM. |
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06-27-2014, 08:35 AM | #46 | ||||||||||
Join Date: Jun 2013
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Re: Trained Strength for Striking [TG]
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Also, while swing damage is inappropriate for Bladed Hand if it simply emulates claws, the intent may be for the weapon to represent longer blades more comparable to knives, which would qualify for swing damage. GURPS doesn't charge differently for a +2 to damage if base damage is 1d-3 or 20d, and appears to consider it equivalent in each case. Quote:
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It's dice of damage equal to ST/10 + (Damage Modifiers)*ST/100. The progression bonus should simply modify ST, although I run it as a Damage Modifier instead (giving thrust a bit of a boost). Note for damage modifiers I'm simply trying to match the effect of RAW - a +1 to damage for thrust is equivalent to a +2 to ST, while a +1 to damage for swing is equivalent to a +1 to ST. I set it to mimic this at ST 10. Regardless, questions and comments for that system belong in its thread. Last edited by Varyon; 06-27-2014 at 08:42 AM. |
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Tags |
martial arts, technical grappling, trained st, trained strength |
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