11-04-2013, 09:05 PM | #31 |
Join Date: Nov 2009
Location: GMT-5
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Re: [LT] No More Nerf Armor
Hm. I feel like we're going in circles. My point is that DR 6 isn't enough. It gets penetrated all the time in our games. And even with uncovered hands and feet, you're already over 50 lbs if you have DR 6 plate on your torso, limbs, and head.
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11-04-2013, 09:14 PM | #32 | |||
Join Date: Nov 2009
Location: GMT-5
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Re: [LT] No More Nerf Armor
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_________________ Does no one have the concern that muscle powered weapons will do too little damage if the contribution of ST is reduced? |
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11-05-2013, 12:56 AM | #33 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [LT] No More Nerf Armor
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Another concern is that the maximum attribute limit for humans was originally set at 20 (except for ST, which can range significantly beyond 20 even for normal humans per B14). For a roughly 150-point or higher budget and [10/level], it's not unreasonable to see people buy ST to 15+ for dedicated fighters at least occasionally. Setting the human maximum to 13 main ST / 16 Lifting ST will result in a very narrow range, both in terms of points spent and in terms of differentiating characters. ST (and HT) was already made cheaper compared to DX/IQ because its differences aren't all that impactful. Reducing the differences between ST levels further will make it a sort of 'all-or-nothing' attribute, with dedicated fighters always purchasing the maximum (ST13), and everybody else leaving it at 10 or lowering it to 8-9. |
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11-05-2013, 04:12 AM | #34 | |||
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: [LT] No More Nerf Armor
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Now we don't run in circles, because we established what needs to be changed. Quote:
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__________________
I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 |
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11-05-2013, 04:50 AM | #35 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: [LT] No More Nerf Armor
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Side note: even though I originally recoiled from the idea with some sort of irrational fear, I occasionally wonder what would be if ST and damage were logarithmic, like the Speed/Range Table. Last edited by vicky_molokh; 11-05-2013 at 04:55 AM. |
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11-05-2013, 05:15 AM | #36 |
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Join Date: Oct 2007
Location: Europe
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Re: [LT] No More Nerf Armor
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11-05-2013, 05:20 AM | #37 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [LT] No More Nerf Armor
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11-05-2013, 05:24 AM | #38 |
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Join Date: Oct 2007
Location: Europe
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Re: [LT] No More Nerf Armor
ST has a completely different in-world demographic distribution, compared to IQ and DX, and arguably compared to HT too. ST 14 fighter NPCs shouldn't be super rare, and ST 18 ones shouldn't have continent-wide fame.
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11-05-2013, 05:27 AM | #39 | ||
Join Date: Dec 2009
Location: Caxias do Sul, Brazil
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Re: [LT] No More Nerf Armor
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Of course, doubling it would give you a better scale, tripling it would be even better, the bigger the numbers, bigger the scale, however, most people don't like very large numbers. If you take a greatsword in my system, you have change at every ST level(except ST5 to ST6, but with other weapons this changes). Also remember that in it cutting does double damage, imp doesn't: ST01 = 1d-4 cutting, 1d-4 imp ST02 = 1d-3 cutting, 1d-3 imp ST03 = 1d-3 cutting, 1d-2 imp ST04 = 1d-2 cutting, 1d-1 imp ST05 = 1d-1 cutting, 1d imp ST06 = 1d-1 cutting, 1d imp ST07 = 1d cutting, 1d+1 imp ST08 = 1d cutting, 1d+2 imp ST09 = 1d+1 cutting, 2d-1 imp ST10 = 1d cutting, 2d imp ST11 = 1d+1 cutting, 2d imp ST12 = 1d+2 cutting, 2d+1 imp ST13 = 1d+3 cutting, 2d+2 imp ST14 = 2d cutting, 3d-1 imp ST15 = 2d cutting, 3d imp ST16 = 2d+1 cutting, 3d imp ST17 = 2d+1 cutting, 3d+1 imp ST18 = 2d+2 cutting, 3d+2 imp ST19 = 2d+2 cutting, 4d-1 imp ST20 = 2d+3 cutting, 4d imp Even then, DR is a little low, but cleaving through armor is a LOT harder. Quote:
I think that would be a good option actually, since it's too expensive as it is now to build a hulk.
__________________
I've revised the Low Tech weapons table: http://forums.sjgames.com/showthread.php?t=112532 |
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11-05-2013, 05:30 AM | #40 | |
Banned
Join Date: Oct 2007
Location: Europe
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Re: [LT] No More Nerf Armor
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I'm stuck with a fairly coarse-grained AV scale in Sagatafl, because of the way the rest of the system works, but there are all sorts of reasons why it's nice to have a finer-grained scale. Not ultra-fine like RoleMaster (going from 0-20 for medieval armour), but just 50% or 100% as fine-grained as the one GRPS currently has. For instance, as you say, defining Human skin as having actually some protective value. Even if it isn't much, relative to how much damage medieval weapons do, it's simulatively correct, as there are creatures that ought to have less natural DR than we do. Recognizing that heavy clothes afford some protection (at least against most medieval weapons). I'm not suffering at my end, with the coarse-grained scale, but if it's feasible to make GURPS' DR scale more fine-grained, I'll say go for it. |
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