07-26-2008, 03:35 PM | #1 |
Join Date: Aug 2004
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[Powers/Thaumatology] Rethinking ST-based
Powers introduced (and Thaumatology reprinted and made significant use of, in the context of enchanted weapons as powers/characters) a variant of the Melee Attack limitation called Melee Attack (ST-based) which, in short, added a +100% enhancement to an attack with the Melee Attack limitation to allow certain innate attacks to have their effect enhanced by the characters inherent ST-based swing or thrust damage.
There seem to be a few problems with this modifier: Both Powers and Thaumatology recommend restricting its use because it is more efficient than Striking ST. Because it stacks on top of base thrust or swing damage, it can't be used to model, e.g., enchanted weapons that have less than base thrust or swing damage, as many smaller weapons might if their enchantments don't include damage bonuses. And, since it requires the Melee Attack limitation, you can't build muscle power ranged weapons with it. As I've been thinking about how to put together a fantasy campaign using Powers as the basic model for magic (both spellcasting and modelling enchanted items), and because weapons are no small part of that, I thought it would be good to have a way of building ST-based attacks that was both better balanced and more general. What I've come up with is the following revised and new modifiers, which I think together provide a more balanced and general way of modelling muscle-powered attacks (ranged or melee) as advantages: Modified Melee Attack The Cannot Parry option is now -10%, rather than -5%. New options include Fencing Weapon (+0%), the attack is treated as a Fencing weapon as described on p. 404 of the Basic Set, Unbalanced (-5%), which means that the attack cannot parry on the same turn that it has been used to attack (just like a weapon with the 'U' modifier in its parry rating), and Unready (-5%), which means that the attack becomes unready after being used to attack (just like a weapon with the double-dagger notation on its ST rating). An attack must have either Unbalanced or Cannot Parry in order to take Unready. Limited Use An attack with this modifier can have very fast (2 second) or ultrafast (1 second) reloads. These multiply the base value of the limitation by 1/4 (very fast) or 1/8 (ultrafast). [Note that, for Limited Use/1, this is equivalent to the same amount of Takes Extra Time, halved to account for the fact that the extra time does not need to be immediately before the next use of the attack.] New (Attack modifier) ST-limited (-10%) Your ability's effect is limited by your ST, just like a muscle-powered melee or ranged weapon (with appropriate gadget limitations, your ability might be a muscle-powered weapon). To determine your attacks statistics:
The attack must be thrown at the target and later recovered; this is essentially a form of Limited Use/1 (Slow Reload). This modifier must be accompanied with appropriate gadget limitations. |
07-26-2008, 10:01 PM | #2 |
Join Date: Jul 2007
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Re: [Powers/Thaumatology] Rethinking ST-based
Odd... I always thought that ST-Based had too many advantages inherent in it to make it anything but an enhancement. Interesting, though.
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07-26-2008, 10:57 PM | #3 | |
Join Date: Dec 2007
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Re: [Powers/Thaumatology] Rethinking ST-based
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07-26-2008, 11:22 PM | #4 | |
Join Date: Sep 2004
Location: Canada
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Re: [Powers/Thaumatology] Rethinking ST-based
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07-27-2008, 10:15 AM | #5 | ||||
Join Date: Sep 2004
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Re: [Powers/Thaumatology] Rethinking ST-based
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Unready at -5% seems fair too. It seems that fencing weapons get a number of benefits and relatively few drawbacks. I would call "special weapon rules +5%" and wrap in the option to do fencing weapons, lassos, whips, sais, staves, and other weapons that have a slight perk. Right now I've been treating lasso/whips as a special case of 1-4 w/Cannot Parry as a 0% explanation, but it comes out the same if you at +5% for the special rules and increase the value of Cannot Parry as a limitation. Quote:
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07-27-2008, 10:40 AM | #6 | |
Join Date: Aug 2004
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Re: [Powers/Thaumatology] Rethinking ST-based
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OTOH, under the version I propose, its pretty straightforward. Since a dagger is a melee weapon with Min ST: 5, the Max ST is 15, which has thrust 1d+1, so thr-1 for that ST is just 1d. So you have: Innate Attack 1d imp [8] with Cosmic (Ignores DR) +300%, Melee Attack (C) -30%, ST-based (ST: 15) -10%, and appropriate Gadget Limitations. (You'd probably want to also design the thrown attack and make them Alternative Attacks, which you can do under my proposal; note that the RAW don't support ST-based ranged attacks as powers at all.) (One thing my original proposal does leave out for modeling melee weapons is any consideration of Parry modifiers; one idea to deal with that: bonuses are treated as the one-weapon form of Enhanced Parry -- a 5 point separate ability that doesn't need link -- and a penalty is a limitation of -2% for -1 and -5% for -2. So you'd add the -2% version above to get an better "dagger".) |
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07-27-2008, 11:08 AM | #7 | ||||
Join Date: Aug 2004
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07-27-2008, 01:21 PM | #8 | |
Join Date: Sep 2004
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Re: [Powers/Thaumatology] Rethinking ST-based
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As a -10% limitation, it should hamper the intended user somehow. In general I would consider this a 0% feature. My reason is that if it's not a gadget it won't ever be used by anyone else. If it is a gadget, the user is limiting the effectiveness for any opponent that takes the weapon away and uses it. |
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07-27-2008, 03:13 PM | #9 | |
Join Date: Oct 2007
Location: Richmond, California, USA
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07-27-2008, 04:19 PM | #10 | ||
Join Date: Aug 2004
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The lower the ST you have when you use the power, the less the range is when you use it (unless you take the crossbow-like fixed-ST option, in which case your current ST affects whether you can use [if not reloadable] or reload [if reloadable] the attack, not the effect the attack has when used.) |
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