04-04-2022, 08:01 AM | #21 | ||
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Changing damage progression and price of ST
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I use ST at 5/level all of the time, even without the adjustment. It works out pretty well. Gurps generally is very tolerant of moving point costs around.
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04-04-2022, 02:21 PM | #22 |
Join Date: Oct 2010
Location: earth....I think.
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Re: Changing damage progression and price of ST
My personal take on damage and ST price is to not use "1d" as any type of standard. It is too small for enough detail for "ST".
I first found out the ratio of BL for all ST scores, using ST 10 as the base. So 20 BL was our "1" and everything was a ratio of that, meaning ST 20 was a ratio of 4. Doug had an old article about damage being the square root of basic lift and I went with that. That means someone with ST 20 should be doing twice the damage of someone with ST 10. The Math worked out to simplify to: ST/10 = damage output ratio from there I played with different numbers till I found one that had a nice progression and only use that. So someone with ST 20 can lift 4 times as much as an ST 10 person and deals only twice as much as them. |
04-04-2022, 02:44 PM | #23 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Changing damage progression and price of ST
The simple way around the granularity issue with damage is to separate things out, so "lifting costs [3], hp cost [2], and damage costs [20] per die".
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04-04-2022, 02:49 PM | #24 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Changing damage progression and price of ST
That sounds very interesting. Could you e-mail me that progression?
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04-04-2022, 03:10 PM | #25 | |
Join Date: Jun 2013
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Re: Changing damage progression and price of ST
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(Of course, [20]/die is pretty high, even if that is what Striking ST costs for +1d to swing. [10]/die may be more fair; treating this as [2.5] per +1 wouldn't be terribly far off; above, that would mean +1 to damage per +2.5 to Lifting/HP)
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GURPS Overhaul Last edited by Varyon; 04-04-2022 at 03:14 PM. |
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04-04-2022, 03:17 PM | #26 | |
Join Date: Oct 2010
Location: earth....I think.
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Re: Changing damage progression and price of ST
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fractions being: .25 = +1 .5 = +2 .75 = +1d-1 Thrust is Swing-2. So ST 10 is 2d+2 sw and 2d thr. The other thing to note is that known DR needs to get multiplied by 2.5 (round up) and known damage also multiplied by 2.5. HP cost drop to 1cp per level. DR cost drop to 2cp per level. So a pistol that does 2d+2 becomes 6d+1 damage, For a person to match that in regular GURPS they needed ST 16. With my formula they need ST 25. There are other cascades with my house rule, but the main thing is that ST levels have meaning, its not possible for a human to match a pistol anymore, and you can have Armor that is better against damage and more detailed (levels or them). |
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04-04-2022, 03:20 PM | #27 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Changing damage progression and price of ST
Part of the issue is that the damage progression for ST comes from Man to Man (TL 3), and the damage progression for innate attack comes from Supers (TL 7). Neither scaling is inherently wrong, but they don't combine well.
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