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Old 12-04-2011, 03:48 AM   #11
Anthony
 
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Default Re: Making injury multipliers based on SM.

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Originally Posted by Flyndaran View Post
What do you believe is the proper cost?
It's kind of messed up by the current size as a limitation, but between the equipment weight modifiers, the attack modifiers, and the perception modifiers, a SM of +1 is worth around -20 points.
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Old 12-04-2011, 04:24 AM   #12
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Default Re: Making injury multipliers based on SM.

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It's kind of messed up by the current size as a limitation, but between the equipment weight modifiers, the attack modifiers, and the perception modifiers, a SM of +1 is worth around -20 points.
Yikes. I think you're in the minority with that opinion.
I may be pushed to make it a zero point feature. But negative just doesn't seem right to me.
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Old 12-04-2011, 04:57 AM   #13
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Default 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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Old 12-04-2011, 05:40 AM   #14
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Default Re: Making injury multipliers based on SM.

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Originally Posted by Flyndaran View Post
Yikes. I think you're in the minority with that opinion.
I may be pushed to make it a zero point feature. But negative just doesn't seem right to me.
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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Old 12-04-2011, 05:42 AM   #15
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Default Re: Making injury multipliers based on SM.

DF is a very limited "world". Many benefits to size won't apply.
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Old 12-04-2011, 05:45 AM   #16
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Default Re: Making injury multipliers based on SM.

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Originally Posted by vicky_molokh View Post
Make? It is currently a Feature, but it causes much more trouble than benefits, especially with supplements such as the four main techbooks.
Stepping over things, reaching higher to help climbing, access to greater strength and hit points, intimidation bonus, help with bulk penalties, grappling bonuses, etc.

Yeah on zero point feature. Previous poster messed me up and I rebooted to Gulliver rules rather than 4th ed.
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Old 12-04-2011, 06:17 AM   #17
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Default Re: Making injury multipliers based on SM.

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Originally Posted by lexington View Post
Sounds like they're missing a lot. People regularly kill elephants with compound bows and similar wait times.
Say what?

I've never heard of anybody hunting elephants with bows.
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Old 12-04-2011, 08:58 AM   #18
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Default 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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Old 12-04-2011, 10:20 AM   #19
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Default Re: Making injury multipliers based on SM.

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Originally Posted by Flyndaran View Post
DF is a very limited "world". Many benefits to size won't apply.
I dispute that - DF, being a low TL setting, is one of the strongest places for high SM. It's also still very dubious as a feature.

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Originally Posted by Flyndaran View Post
Stepping over things, reaching higher to help climbing,
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.

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Originally Posted by Flyndaran View Post
access to greater strength and hit points,
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.

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Originally Posted by Flyndaran View Post
intimidation bonus,
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.

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Originally Posted by Flyndaran View Post
help with bulk penalties,
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.

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grappling bonuses, etc.
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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Last edited by Bruno; 12-04-2011 at 10:25 AM.
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Old 12-04-2011, 10:59 AM   #20
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Default Re: Making injury multipliers based on SM.

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Originally Posted by Tyneras View Post
This is an idea that's been rattling around in my head since Pyramid 3/34 came out, specifically the Extreme Damage article. The idea is that you remove the built-in injury modifiers on pi-/+/++, cut, and imp damage, and make it so damage type only tells you HOW the injury is done. The injury modifiers are instead split off into an Injury Size Modifier.
I played around with something similar several years ago
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.

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