11-06-2014, 08:57 AM | #11 | |
Join Date: Nov 2011
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Re: Balancing High Size Modifier
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I could quibble with parts of the rest of your analysis (I think I might put increased dose required for poison at 1 point for example) but it seems broadly reasonable. Thanks. |
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11-06-2014, 09:16 AM | #12 |
Join Date: Jan 2010
Location: Brighton
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Re: Balancing High Size Modifier
While I agree that SM has issues in general there are a couple of other benefits that SM+1 gives, that haven't been mentioned yet
C attacks can now be done at reach 1 and You get benefits to grappling due to your size (but can't remember off the top of my head how that has translated into Technical Grappling). |
11-06-2014, 09:24 AM | #13 |
Join Date: Nov 2011
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Re: Balancing High Size Modifier
Which is worse than any other positive SM's reach bonus. Which is a shame when SM+1 is surely the most common >0 SM for PCs.
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11-06-2014, 09:25 AM | #14 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Balancing High Size Modifier
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11-06-2014, 09:37 AM | #15 | |
Join Date: Jan 2010
Location: Brighton
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Re: Balancing High Size Modifier
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Aha cheers, not too shabby, and of course you can now grapple at reach 1. At least that's how I interpret the C increasing to 1 on the size mods on pg 402, i.e it's on attacks with reach 'C' not just weapons with reach 'C'. Last edited by Tomsdad; 11-06-2014 at 10:13 AM. |
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11-06-2014, 09:40 AM | #16 |
Join Date: Jun 2013
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Re: Balancing High Size Modifier
I tossed this in with the [+5] for "Reach, Evasion, Trampling, etc," based on the fact you can get the same benefits in a switchable form with Stretching for [6].
I tossed these in with the [+10] of the "easy to see/hit" modifiers. Now, the +15% Trained ST from Technical Grappling may be more of a factor than I'm probably giving it credit for. Arguably, that's worth something like [2] (racial +4.5 to skill for [9], only for determining Trained ST at -80%), which is probably small enough we could disregard it if so inclined (that [+10] has a good deal of wiggle room, honestly). |
11-06-2014, 09:59 AM | #17 |
Join Date: Jan 2010
Location: Brighton
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Re: Balancing High Size Modifier
Ultimately what you going to do with your SM+1 character is what really makes this an advantage or not.
What's a distinct disadvantage in a paratrooper d-day campaign, is probably going to be a clear advantage in a Sword and sorcery epic with lots of grappling with grey apes Last edited by Tomsdad; 11-06-2014 at 10:30 AM. |
11-06-2014, 10:52 AM | #18 |
Join Date: Feb 2011
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Re: Balancing High Size Modifier
What kind of game are you trying to play? Don't you know this system is called Gnawing Usually Results in Perfect Success?
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11-06-2014, 11:05 AM | #19 | |
Join Date: Aug 2009
Location: OK
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Re: Balancing High Size Modifier
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I agree that the value of the disadvantage varies wildly between games. In a horror game set in the 1920s, it's little more than flavor ("The detective you're looking for is the tallest man I ever seen!"). But in a low-tech game where characters are constantly in combat and need to wear armor? It's a huge disadvantage. I've been offering SM+1 as a -20 disad in my fantasy game and still no one has taken it. And I hate trying to balance through workarounds like adjusting the price of ST. Not all large characters are going to have a high ST. Is the weak giant disadvantaged less than the strong one? I don't think so.
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11-06-2014, 11:21 AM | #20 | |
Join Date: Nov 2011
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Re: Balancing High Size Modifier
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Though the paratrooper still has a bad deal here. With larger numbers of more damaging attacks being easier to hit isn't fun. |
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Tags |
balance, brainstorm, house rules, size modifier, strength |
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