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Old 10-25-2009, 10:05 AM   #11
simulatoralive
 
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Default Re: Damage reduces size modifier

Okay, I think I've figured out a fair limitation value for the scaled ST and Basic Speed.

This is somewhat based on Accessibility from Powers p. 99.

Separately take ST -10 and buy up HP to whatever maximum desired.

One level of Striking+Lifting ST has no modifier and the last has -40% for only working at max HP. Everything in between has a limitation value that scales according to the amount of damage taken.

Edit: Basic Speed just goes in reverse.

Size modifier would be based on height and ST, as laid out in the Basic Set for Growth.
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Last edited by simulatoralive; 10-25-2009 at 12:24 PM.
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Old 10-25-2009, 10:37 AM   #12
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Default Re: Damage reduces size modifier

People really need to stop reflexively replying to these threads with "you don't need stats for it".
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Old 10-25-2009, 10:49 AM   #13
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Default Re: Damage reduces size modifier

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Originally Posted by Ragitsu View Post
People really need to stop reflexively replying to these threads with "you don't need stats for it".
I so totally agree with that.
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Old 10-25-2009, 10:56 AM   #14
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Default Re: Damage reduces size modifier

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Originally Posted by Ragitsu View Post
People really need to stop reflexively replying to these threads with "you don't need stats for it".
I also agree. It just annoys the original poster.
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Old 10-25-2009, 11:40 AM   #15
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Default Re: Damage reduces size modifier

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I also agree. It just annoys the original poster.
Yes, and it's a bad GMing habit to not design NPC abilities properly.
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Old 10-25-2009, 12:20 PM   #16
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Default Re: Damage reduces size modifier

Now that I've built this thing and seen how horribly unwieldy and specific the build is to the particular size of monster, I've decided on a new approach.

I'm going to use the average of the minimum and maximum limitation for ST, so -20%. Same goes for the Basic Speed bit.

It ends up at a slightly lower point cost, but it's very close. The difference only starts to become significant at high levels of ST, but I think that might be due to rounding issues with the old method (GURPS rounds points up, after all).

This way should be much more flexible for differently-sized matter absorbing monsters.

What do you guys think?
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Have trouble drawing dungeon maps? Try Inkscape and my Dungeon Template.

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Old 10-25-2009, 12:28 PM   #17
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Default Re: Damage reduces size modifier

Since the being is made out of coins, does it jingle while it walk? This would probably qualify it for Incompetence (Stealth) or Noisy.
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Old 10-25-2009, 12:36 PM   #18
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Default Re: Damage reduces size modifier

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Since the being is made out of coins, does it jingle while it walk? This would probably qualify it for Incompetence (Stealth) or Noisy.
Hrm. Also a good idea... One or two levels of noisy would probably fit well.
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Have trouble drawing dungeon maps? Try Inkscape and my Dungeon Template.

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Old 10-25-2009, 12:45 PM   #19
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Default Re: Damage reduces size modifier

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I'm building a monster (a walking pile of coins) that should get smaller the more you damage it, because it's losing mass from each attack.

I'd like to treat it as though it didn't have any HP at all, but it's ST score takes the place of HP, along with a comparable reduction in size. So, when it reaches zero ST it dies, because it's lost all mass.

On the other hand, it heals itself by absorbing more mass (coins, in this case).

I assume this would be a disadvantage. Any ideas on how to price this would be much appreciated.
Shrinking Triggered by the loss of hit points. It's a legitimate advantage since after all it gets harder to hit as it shrinks.
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Old 10-25-2009, 01:08 PM   #20
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Default Re: Damage reduces size modifier

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Originally Posted by Peter Knutsen View Post
Yes, and it's a bad GMing habit to not design NPC abilities properly.
No it's not. The forces that be like a quick approach to NPC design from what I've gathered.

What you're saying is just your personal opinion, not a way recommended across the forums.
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