12-04-2011, 03:48 AM | #11 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Making injury multipliers based on SM.
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12-04-2011, 04:24 AM | #12 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Making injury multipliers based on SM.
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I may be pushed to make it a zero point feature. But negative just doesn't seem right to me. |
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12-04-2011, 04:57 AM | #13 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Making injury multipliers based on SM.
In my experience, the barbarian's gigantism is a disadvantage in DF. More expensive buffs, more expensive heals, heavier equipment, easier to spot, easier to hit, has a harder time hitting. All it gets is to save 1 point per level of ST. Gnomes make ideal barbarians due to this, though, since they are SM0, can use SM1 weapons if it pleases them, and get no racial ST penalties
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12-04-2011, 05:40 AM | #14 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Making injury multipliers based on SM.
Make? It is currently a Feature, but it causes much more trouble than benefits, especially with supplements such as the four main techbooks.
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12-04-2011, 05:42 AM | #15 |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Making injury multipliers based on SM.
DF is a very limited "world". Many benefits to size won't apply.
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12-04-2011, 05:45 AM | #16 | |
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Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Making injury multipliers based on SM.
Quote:
Yeah on zero point feature. Previous poster messed me up and I rebooted to Gulliver rules rather than 4th ed. |
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12-04-2011, 06:17 AM | #17 | |
On Notice
Join Date: Apr 2007
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Re: Making injury multipliers based on SM.
Quote:
I've never heard of anybody hunting elephants with bows.
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If you think an Apache can't tell right from wrong....wrong him, and see what happens. |
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12-04-2011, 08:58 AM | #18 |
Join Date: Jun 2009
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Re: Making injury multipliers based on SM.
There was a member trying to start up a Super Robot game and thought up the same idea. Instead of buying ST he'd set up an SM and do exactly what you're doing here.
It's not a bad idea at first, but when firearms are involved (especially heavy weapons), that's when things start getting confusing. Points to you for realizing that and factoring it into the houserule somewhat. Personally I'd rather follow the ST rules explained in the Basic Set over Growth to get the kind of Damage and HP the average character of a particular SM would have. Based on your table, if Lou Ferrigno got in a fist fight with Robert Wadlow, Lou would only be doing half damage. I don't buy that.
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Who is this kid? [link] Last edited by Psychotime; 12-04-2011 at 09:05 AM. |
12-04-2011, 10:20 AM | #19 | |
Join Date: Sep 2004
Location: Canada
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Re: Making injury multipliers based on SM.
Quote:
Those both apply in DF. In fact the only place they've got actual rules in GURPS 4e is in DF2. They're also pretty trivial benefits. SM doesn't give any more or less access to attributes than anything else. You'll note the rules don't relate attributes to SM at all. GMs can certainly restrict characters based on their SM, but that's not part of the rules. It's far "more normal" to restrict based on race, not SM. Absolutely valid in DF. In fact possibly the most valuable feature. It also is one of those small situational advantages - some things are unfazeable, other things are too stupid to faze, and intimidating things mid combat takes time or a -5 skill penalty to try and do it in one second mid fight or a perk to do it "instantly" after an approriately awesome stunt. SM doesn't "help" with bulk penalties. Long weapons remain long no matter how tall you are (and often larger creatures use larger weapons, which are Bulk-ier). Your height and arm length doesn't help at all with making a rifle fit in smaller places, hide in a smaller pocket, or the end (~5-6 feet away from your torso) track faster when you turn. Grappling bonuses also apply in DF - very much so. And yet, generally when everyone is armed or is a monster with either sharp natural weapons, or spikes/acid/whatever, grappling is a very risky thing to try and capitalize on. It comes up! But not nearly often enough to make it a significant bonus. This is one place where it might be more useful at higher TLs - there are more situations where opponents aren't carrying a sharp melee weapon in hand or a knife on their hip.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 12-04-2011 at 10:25 AM. |
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12-04-2011, 10:59 AM | #20 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: Making injury multipliers based on SM.
Quote:
http://panoptesv.com/RPGs/HouseRules/ImpPierce.html although note that this is meant to mesh with armor as dice rules http://panoptesv.com/RPGs/HouseRules/Armor.html . I never got around to play-testing these rules. Luke |
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