04-06-2012, 01:10 PM | #11 | |
Join Date: Dec 2007
Location: Brooklyn, NY
|
Re: [Powers] Fixed ST Dmg: How to do it?
Quote:
I mean, by RAW with feature traits it's illegal to go and switch them without Alternate Form and illegal to afflict others with a +0% to represent a feature so instead you afflict them with an Alternate Form that forces a feature on someone with that meta-trait, because suddenly applying the feature that one's natural atmosphere (a feature) is chlorine-based rather than oxygen-based seems like it should be worth mildly more than a +0% enhancement. You might be right when it comes to modifiers, but I'm just arguing to think more cautiously about it. Things like Selectivity specifically work on enhancements and not limitations. 0% value mods occupy a sort of limbo in between (0 being neither inherently a positive nor negative number). An official ruling would be nice about whether 0% is an enhancement, limitation, or some modifier cousin of features. Maybe for the RAW ones we could say "did they print it with a '+' or a '-'?" (does that actually vary??), but sometimes it's unclear.
__________________
-JC |
|
04-06-2012, 01:14 PM | #12 |
Join Date: Nov 2009
Location: Oregon
|
Re: [Powers] Fixed ST Dmg: How to do it?
Something I've considered is, for the use of Selectivity, treat all modifiers less than +5% as +5%. This means you could have an attack that can switch on and off any of the Damage Limitations (No Wounding, No Knockback, etc) for 5% each, or switch between Melee and Jet, etc. There are some cases where it'll be more expensive than using Alternate Abilities, but it's far simpler and potentially more versatile.
|
04-06-2012, 06:41 PM | #13 |
Join Date: Aug 2004
|
Re: [Powers] Fixed ST Dmg: How to do it?
Being to switch this feature on and off when using an ability isn't worth more than being able to switch off every conceivable combination of enhancements the ability might have, so -- whether or not the feature is an enhancement, strictly speaking -- it shouldn't cost more than Selectivity. (If it is an enhancement, this is strictly a weaker form of Selectivity, but even if it isn't its not worth more than Selectivity.)
And the comparison with Variable is completely independent of the comparison with Selectivity. |
04-06-2012, 06:45 PM | #14 | |
Join Date: Aug 2004
|
Re: [Powers] Fixed ST Dmg: How to do it?
Quote:
|
|
04-06-2012, 07:20 PM | #15 |
Join Date: Nov 2009
Location: Oregon
|
Re: [Powers] Fixed ST Dmg: How to do it?
You don't get the -10% limitation. It's replaced by +5% per switchable trait. In other words, No Knockback (Switchable) is a net enhancement, though it requires Selectivity to be useful.
|
04-10-2012, 04:52 PM | #16 | |
Join Date: Jun 2010
Location: Montreal, Canada
|
Re: [Powers] Fixed ST Dmg: How to do it?
Quote:
In any event, I would view 3 pts/die as being comparably bad overall to a full -1 damage modifier- it's 1/2 a point off my expectation and a serious detriment to armor penetration. (Note: If fixed damage is Switchable, this problem goes away) |
|
04-10-2012, 05:06 PM | #17 |
Join Date: Sep 2004
Location: Canada
|
Re: [Powers] Fixed ST Dmg: How to do it?
Any fixed damage value is going to have a DR value against which it is always useless that the random dice would have penetrated. But conversely, any fixed damage value is going ot have a DR value against which it always penetrates, but the random dice might have bounced off.
For instance, DR 1 you can bounce off with 1d but 3.5 (rounded to 4) goes through every time. DR 2 you can bounce off with 2d, but 7 fixed PLOUGHS through. Zero sum.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
04-10-2012, 05:26 PM | #18 | |
Join Date: Jun 2010
Location: Montreal, Canada
|
Re: [Powers] Fixed ST Dmg: How to do it?
Quote:
In each case, we have either a tie (same expectation) or a victory for variable damage. What might give us symmetry is if all damage levels ended up equal (if we are fighting 1 HP foes, can only expect to do 1 HP injury, or are using poison, for instance), but as long as 2 damage is about twice as good as 1 damage, the variable rate is better. That said, if we are always to be rounding up the 1/2 point (I've just been keeping it in the fixed damage case, which is probably not realistic), things even out for the 1 die case (although the proposed 3/die is still weaker). |
|
04-10-2012, 07:41 PM | #19 |
Join Date: Sep 2004
Location: Canada
|
Re: [Powers] Fixed ST Dmg: How to do it?
The adds-> dice conversion rules are one die is 4, two dice is 7. Because that handles the 3.5 thing tidily.
Any rule has to take into account that there are more than 1d strength ratings. It may jsut be "sub optimal" for someone with 1d-1 or less to take fixed ST. That's fine - either forbid it outright, or note that it's just a bad idea and move on.
__________________
All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
Tags |
damage, fixed, strength, striking st |
|
|