07-22-2024, 07:18 AM | #1 |
Join Date: Jun 2013
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Rethinking SM
The issue of a lariat's SM recently came up in the Meta-Tech Examples thread, which reminded me of something I've been wanting to write up for a bit - a more precise way of handling SM. Currently, you use an object's largest dimension to set the SM (following the Size and Speed/Range Table), then you add +2 if it approximates a square or circle or +1 if it's an elongated square or circle. The exception is things that have one dimension that is markedly larger than the other two, in which case you set the SM by the second largest dimension.
The first two are arguably fine to eyeball, but that last is a problem. If you have a 1-yard by 1-yard by 1-yard cube, it's SM +0 (1 yard is -2, +2 for being a square). But if you have a 1-yard by 1-yard by 1000-yard square column - what you'd get by stacking 1000 of those SM +0 cubes on top of each other - it is instead SM -2. What I would like to suggest is something more formal, and which avoids that "really long things are harder to hit" issue, but isn't too difficult to do on the fly. To set SM, you start with the second-largest dimension, checking where it falls within the Size and Speed/Range Table. If the largest dimension is within +1 SSR of the second-largest, use the second-largest at +2. If it's within +3 SSR, use the second-largest at +3, if it's larger than that, use the second-largest at +4. Note this roughly means that a perfect cube uses the largest dimension at +2, anything with one dimension that is up to twice that of the second-largest uses the largest dimension at +1, anything with one dimension that is up to thrice that of the second-largest uses the largest dimension at +0, and anything larger doesn't get any easier to see/target (at least not at GURPS resolutions). Note this is an arbitrary cut-off - you could have it be a further +1 to SM for every doubling (+2 steps on the SSRT) of the largest dimension, but eventually you're going to hit the point where increasing further really doesn't make the target any easier to see/target. I opted to go with +4 compared to the smallest dimension as the cut-off. Let's consider that cube vs column again. Keeping two dimensions (width and depth) at a constant 1 yard, anything up to 1.5 yards tall is SM +0. Anything up to 3 yards tall is SM +1. Anything taller than 3 yards is SM +2. Or, if you want to continue the progression a bit, anything up to 7 yards tall would be SM +3, up to 15 would be SM +4, up to 30 would be SM +5, etc, at +1 to SM per +1 SSR until you hit whatever cut-off you decide upon. For GM's who want more precision, a target can have different SM's from different angles of attack; use the two dimensions of the cross-section to determine effective SM. The target's actual overall SM (for estimating weight, determining what - if any - discount the character gets on ST, determining price of a Meta-Tech Device, etc) would be a weighted average of these. For further precision in combat, note that the target's effective SM for targeting them will be no lower than the SM of your weapon's striking surface.
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07-22-2024, 10:11 AM | #3 |
Join Date: Jun 2013
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Re: Rethinking SM
That also works. I feel my method may be a bit quicker, at least for those with SSR already memorized, but there's probably not a huge difference in speed here.
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07-22-2024, 12:16 PM | #4 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: Rethinking SM
I made this chart purely as a personal reference to help me visualize things. It may or may not be helpful since parts of it was just me eyeballing what "seemed" right.
https://imgur.com/a/TBebSqW
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07-22-2024, 12:32 PM | #5 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Rethinking SM
FYI regarding Lariat I added an enhancement to Binding for Lariats, Nets, and Bolas in Template Toolkit 4: Spirits.
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07-22-2024, 01:18 PM | #6 | |
Join Date: Jun 2013
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Re: Rethinking SM
Quote:
GURPS Meta-Tech has something similar, the Retractable Enhancement. But it does sound like TT4 adds in a lot of modifiers and the like, so I may want to pick it up even though I'm not that interested in the nominal subject matter.
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07-22-2024, 01:33 PM | #7 | |
Join Date: Oct 2007
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Re: Rethinking SM
Quote:
Like a lot of things I do, its a 3 way arbitration between what's mathematically accurate, what's easy to remember, and what looks good. Since GURPS is human centric, 1:3 1:4 and 1:5 are all roughly in the normal human range, so all get the SM+0 treatment. 1:10 is easy to remember and 1:1 being SM+2 is RAW and 1:2 is pretty boxy, so the other ratios were just slotted in.
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07-22-2024, 01:54 PM | #8 | |
Join Date: Jun 2013
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Re: Rethinking SM
Quote:
(Also, I just realized that what I thought your progression was actually matches what I had previously suggested, but with a maximum of +5 relative to the smaller dimension rather than +4; I was thinking that my interpretation of yours stretched out the +4 range a bit more, but it did not)
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07-22-2024, 02:00 PM | #9 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: Rethinking SM
Yeah, when I was tinkering with it I was somewhat divided on where to put the dividing line at 1:8 or 1:10. 1:10 won out purely on making it easier for on-the-fly math. 1:8 would make the jump for longest to shortest smaller.
Or one could go with something like this: 1:6 -1 1:7 -2 1:8 -3 1:9 -4 1:10 -5 1:11 Switch to smaller dimension, which would be at -6 for this ratio.
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07-22-2024, 04:36 PM | #10 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Rethinking SM
Quote:
The Retractable enhancement is good for pulling things but I wanted something that could work like those weapons to match with certain actions. I excluded Retraction as I knew that was going to be put in Meta-Tech. Also I added options to use Binding more like a spiders web. There are a lot of modifiers to support various activities, so even if someone is not interested in spirits they should still get solid use out of it.
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