04-08-2021, 06:08 AM | #11 |
Join Date: Jun 2013
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Re: Defensive Attack + MaxST
Why would they? It would just be another entry cluttering up a table that already has quite a few entries on it and would only be useful in the edge case where a character picks up a new weapon that he/she is too strong for (if it's something the character uses normally, the player would have already done the table lookup and written the relevant damage down).
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GURPS Overhaul |
04-08-2021, 06:09 PM | #12 |
Join Date: Jun 2010
Location: Dreamland
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Re: Defensive Attack + MaxST
Weird. Like, that's definitely neat, but still odd for a SM+0 weapon to have that low of MinST. Even 6 seemed bizarre to me. Then again, looking at the straight razor, they might have decided the MinST by starting with what the MaxST would be.
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04-09-2021, 10:02 AM | #13 | |
Join Date: Aug 2018
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Re: Defensive Attack + MaxST
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04-09-2021, 10:09 AM | #14 |
Join Date: Jun 2013
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Re: Defensive Attack + MaxST
It's another column, and another entry in the section detailing what "Max Dam" corresponds to, and possibly needing to expand the entries for Fine and Very Fine to state the bonus also applies to Max Dam. And, again, it's only useful for the edge case of a character picking up a new weapon that he/she is too strong for. Is this a problem in your campaigns, that players have to constantly disrupt play to check the table to see how much damage the knife their character just picked up can do?
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GURPS Overhaul |
04-19-2021, 11:12 AM | #15 | |
Guest
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Re: Defensive Attack + MaxST
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But, I'll note, that's never been the way I've ruled. I treat max ST as the Maximum ST that can be used for damage calculation, any other dice adds from non-ST sources (Weapon Master, Quality, Posoin, Magic, Etc) are counted after ST is capped. |
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damage, maxst |
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