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#21 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#22 |
Join Date: May 2010
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Is anyone willing to go to bat for Striking ST should be 3 points/level? I feel like I'm really tending to settle on 2 points/level. It's also kind of nice to have ST Without HP at 5 points/level, since it makes it easy to create abilities that temporarily boost ST (using modifiers like Cardiac Stress, Costs FP, and Maximum Duration) that cost a nice round 1-4 points/level, depending on specific limitations.
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#23 |
Join Date: Dec 2012
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I've ran a TL8 Supers game where I repriced Strength to [5/level] with HP at [2], Lifting at [2], and Striking ST at [1]. (My gaming table runs "fast and loose" and leans towards the "rule of cool", so were not strict simulationists or even that good at following Basic Set rules.) So take my experience with that in mind.
At the end of the campaign close here are my thoughts: Striking ST at [1/level] was too little IMO. No one picked up Innate Attack and just went Striking ST. I think every character picked up at least a little extra Striking ST. I felt like HP at [2/level] was perfect. We had some characters purchase extra HP but not everyone. No one picked up Lifting ST. :( If I were to redo the Strength breakdown I would go with HP at [2/level], Striking ST at [2/level] and Lifting ST at [1/level] (and then diligently track encumbrance). |
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#24 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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2/level for striking ST feels right to me.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#25 | |
Join Date: Jun 2013
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So, with all that in mind, you have to make a decision - is it more appropriate to have a +50% surcharge ([2] per +1 Striking ST and thus [3] per +1 damage) or a +100% surcharge ([3] per +1 Striking ST and thus [4] per +1 damage) to go from "this affects a single attack" to "this affects all attacks." Considering Single Attack is canonically -60%, +100% to buy it off is arguably more appropriate. That said, however, I think [2]/level is a cleaner solution. This allows you to decouple HP from ST, with ST as its own trait at [5]/level and HP as its own trait at [2]/level - and a note that realistically the two don't vary much from each other.
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GURPS Overhaul |
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#26 | |
Join Date: May 2010
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#27 |
Join Date: Jun 2006
Location: Sweden, Stockholm
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I like the "Know Your Own Strength" Lifting ST. It scales up fast enough to keep being worth it.
I personally reduce its cost by 1 though, and add that to KYOS's (IMO) underpriced Striking-ST.
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#28 |
Join Date: Mar 2016
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KYOS removes too much granularity for my tastes, both at low and moderately high levels. That, and the damage is just silly. The progression of damage in the Basic Set may be somewhat arbitrary, but it intuitively seems about right. Someone who can lift ten tons (logST 31) punching with equivalent force to a mid-caliber rifle bullet (6d-1 thr) does not intuitively seem right.
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#29 | |
Join Date: Aug 2004
Location: Wellington, NZ
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If you track encumbrance at all rigorously, and serious weapons and armour are in use in your campaign then Lifting ST will be worth the 3/level the Basic Set gives it, possibly more (unless low-G environments are very common - they reduce its value somewhat). Also, contrary to what some others report, Hit Points are very useful in my experience. For starters most UT long arms do about 6d damage, so if you're unarmoured having more than the baseline HP strongly reduces your chances of needing to make death checks from single hits. Then there's what it does for you if you're appropriately armoured - it lets you soak up a lot more of the barely penetrating hits that you get when your armour 'matches' the attacks. Also, it cuts down the chance that above-average damage hits cripple you. Hit points are nearly as important for a high-combat TL10 as they are in a high-combat TL3 game, assuming the weapon to armour balance GURPS defaults to. As for Striking ST, it's the odd one out - it's not that useful until you need it, and then it's really useful. However, unless your ultra-tech game features lots of fist-fights and knifings in dark alleys, or you otherwise go out of your way to make ST-based melee weapons important, it's not generally worth points. Thinking about my players, I don't think there's a point where it'd be cheap enough they'd stack it in this campaign it unless they were building a character with the concept "Can punch through mountains", but they'd complain if it wasn't build into ST and they then found they'd 'forgotten' (i.e. been too cheap) to buy it.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#30 |
Join Date: Nov 2015
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I wouldn't reduce the cost of Striking ST for a modern (or UT) game, I don't think I have Striking ST on any of the suggested templates for my SF campaign. If it was completely useless for a game I would inform the players of it or even outright ban it, but that's no different than any other advantage that's inappropriate for the campaign.
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