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#91 | |
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Join Date: Jul 2013
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#92 |
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Join Date: Feb 2009
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Oh sure. I really don't expect that many ST 20 PCs wielding generic thrusting broadswords clad in generic DR 9 heavy plate. However I was noting that instead of a ST 20 guy being on average able to deal a major wound through the heaviest armor he could wear without being slowed he now just deals an annoying one. Same with ST 16 guy.
So armor can better keep up with damage. Of course I expect to see beefy monsters and/or weapon masters able to blast hits through DR 14 through sheer damage, imbuemists who can fling penetrating strike, high skill guys who can aim for chinks, musketry and spells which hit for raw damage, spells which ignore armor etc And of course Mr. Beefy with run into situations where wearing full harness is just not kosher As a note, any PC who springs for ST 20 (not cheap!) I will as a DM point out the desirability of ST and Weapon Master at some point . . . so they to can smash through DR 14. But even then DR 14 muffles the effect of a beefy weapon masters swing way more than DR 6 does. A ST 21 weapon master swings his sword for 22. Against DR 6 he sends himself right to KO check land. Against DR 14 he doesn't. Last edited by Kalzazz; 09-29-2015 at 12:05 PM. |
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#93 | |
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Join Date: Feb 2012
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BL is esponential with respect to ST, that is BL = ST^2*k Damage is rescaled linearly to ST, that is Dmg = ST*k [i.e. ST 20 is BL*4 and Dmg*2 to ST 10] Cost of ST is a flat 10 cp up to ST 26, then it is log[1.02]ST |
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#94 | |
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Join Date: Oct 2009
Location: Plugerville
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If you want heavy armor, you should be encumbered. Perhaps not heavy encumbrance if you are particularly strong, but at least medium would be my guess, especially if you want to be able to ignore most of the damage of a similarly strong opponent. |
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#95 | |
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Join Date: Jul 2013
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Quote:
Another point is that a very large point of getting ST is so that you can carry lots of armour without being overly encumbered. That is the reason you get it, it seems somewhat unreasonable to prevent them from doing so. Note however that if you do want to be properly resistant to damage from individuals who possess the same ST as you, you will have to go into higher levels of Encumbrance. |
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#96 |
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Join Date: Feb 2009
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The heaviest armor a ST 10 guy can wear a suit of and still carry a sword and not be encumbered is well, none. A suit of DR 1 padded cloth is about 18lbs, throw in his sword and he's encumbered. So a ST 10 guy smacks himself for 4.5 damage.
ST 20 guy can wear DR 6 medium plate. He smacks himself for 7.5 damage past armor with that same sword. So 37.5% of HP vs 45% Dubious this is good. I don't think it is proper for people to be immortal vs people of equal ST when unencumbered, but would be nice if average hits didnt bring major wounds |
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#97 |
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World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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I have to ask... Is there a quick-and-dirty fix for the problems that people seem to be having with DR and logarithmic Strength? Can I just multiply armor DR by 1.5 or by 2 and have something that is "good enough"? Of course, I guess everyone's idea of "good enough" is a little bit different, but is there something that would help tide one over until, perhaps, a new Pyramid article addresses said issue(s)?
Thanks! And I apologize if I missed this earlier in the thread. I scanned and didn't really see anything to this effect.
__________________
Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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#98 |
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Join Date: Dec 2014
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I came up with a fix for Log ST. HP are arbitrarily scaled up to match swing damage, and ST damage is also arbitrarily increased at ST 34 to match (as close as possible) damage and HP calculation of the standard exponential progression of HP (cube root of mass).
ST Cost is based on swing damage. Take (dice of Swing damage - 1) x 40. Each each +1 "pip" as +0.25 (e.g., 1d+1 is 0.25, 3d+2 is 2.5, 5d-1 is 4.75, and so forth). The scaled HP should be included in ST cost. I realize this is terribly arbitrary, but I think it is a decent compromise for Log ST. You get the benefits of Log ST scaling for success rolls and Contests, and HP and damage increase appropriately at larger scales. I apologize for the crudeness of this "table", but I couldn't figure out how to cut and paste from excel - it really messed the format up. Hopefully this is readable. ST/Basic Lift/Swing/HP 1 2.5 1d-9 1 2 3.2 1d-8 2 3 4 1d-7 3 4 5 1d-6 4 5 6.4 1d-5 5 6 8 1d-4 6 7 10 1d-3 7 8 13 1d-2 8 9 16 1d-1 9 10 20 1d 10 11 25 1d+1 12 12 32 1d+2 15 13 40 2d-1 18 14 50 2d 20 15 64 2d+1 22 16 80 2d+2 25 17 100 3d-1 28 18 125 3d 30 19 160 3d+1 32 20 200 3d+2 35 21 250 4d-1 38 22 320 4d 40 23 400 4d+1 42 24 500 4d+2 45 25 640 5d-1 48 26 800 5d 50 27 1000 5d+1 52 28 1250 5d+2 55 29 1600 6d-1 58 30 2000 6d 60 31 2500 6d+1 62 32 3200 6d+2 65 33 4000 7d-1 68 34 5000 7d 70 35 6400 7d+2 75 36 8000 8d 80 37 5 tons 8d+2 85 38 6.4 tons 9d 90 39 8 tons 9d+2 95 40 10 tons 10d 100 41 12.5 tons 11d 110 42 16 tons 12d 120 43 20 tons 13d 130 44 25 tons 14d 140 45 32 tons 15d 150 46 40 tons 16d 160 47 50 tons 18d 180 48 64 tons 20d 200 49 80 tons 22d 220 50 100 tons 24d 240 51 125 tons 26d 260 52 160 tons 28d 280 53 200 tons 30d 300 54 250 tons 32d 320 55 320 tons 34d 340 56 400 tons 36d 360 57 500 tons 40d 400 58 640 tons 42d 420 59 800 tons 45d 450 60 1,000 tons 50d 500 For ST 61+, take the cube root of the BL (in tons) and multiply the result by 5, rounding down. Scale HP are equal to 10 × swing dice. |
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#99 |
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Join Date: Aug 2004
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Know your own ST is certainly among the best optional rule introduce to date to the point where I would have loved to see this scaling from the very start of 4th. Sure it doesn't cover all the bases, nor was it supposed to, but it is a stong base from which to develop.
Hey, maybe it will make the cut for 4th Revised (it's only a joke :-) ) |
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#100 | |
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Join Date: Aug 2004
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Quote:
ST Thrust 20 3d 21 3d+2 22 4d 24 5d 30 8d 40 13d and so on... You might also in that case want to reconsider the Pricing Revised Strength section in Knowing Your Own Strength, since the revised damage scale makes Striking ST worthwhile again. It seems like one could stick with the Basic rates of HP for 2 points each, Lifting ST for 3 points each, and Striking ST for 5 points each... so 10 points per added die of Thrust, which is twice as expensive as a Crushing Innate Attack, but then you can wield weapons for bonuses and different damage types, throw stuff at range, and get different per die skill bonuses, not to mention still having Power Blow, etc., as options (might want to make Power Blow only give a straight bonus for lifting purposes, while continuing to double or triple for damage purposes). For damage comparison purposes, 13d+2 for a ST 41 super with a BL of 25,000 lbs and max two-handed lift of 100 short tons (i.e., 'Class 100' from the old OHOTMU, even though that capability may be a bit short of many actual comic book feats) may still be a little light for a would-be tank-buster, so go with the suggestion under Caps of allowing additional Striking ST for such characters equal to their base ST, so in this case total Striking ST of 82 for 34d... with even a +1 per die bonus to that from a decent Brawling or Forced Entry skill, that gets bumped up 42d+2, with All-Out Attack on top of that, 51d. Such a character would be paying over 500 points for ST 41 [310] plus Striking ST +41 [205] before even getting into defenses, skills, etc., and so would still be quite an expensive character overall, but should be relatively point-balanced with other types. Of course, even if all the values work out nicely for most purposes, you still have the issue of it being a linear damage progression as compared against a logarithmic lifting progression, and you're not going to ultimately get away from that unless you look at scaling equipment Damage/DR/HP to match at some point. |
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