Introduction
This is a series of weekly threads with the intention of creating a compilation of tweaks and house-rules that exist to tackle some of the most problematic areas of the GURPS rules. For more information see Tweak of the Week (#0): Introduction and Gauging Interest. If you have any requests for topics to cover in this series, post them in that thread. Also, if you have any ideas for how the format of this series may be improved I'd appreciate it if you posted them there.
Strength and Damage
For the first topic in this series I thought I'd choose something fairly fundamental, commonly raised, and not overly complicated (compared to some topics anyway).
I'm going to split this topic into a few subsections, each with a short introductory paragraph, and a selection of some of the most pertinent available information that I could find. The listed information is by no means exhaustive, that would be far too time consuming for me to attempt alone, instead I encourage you to point out anything I might have missed.
Anyway, here we go...
Linear ST-Based Damage
Firearm damage in GURPS is currently scaled based on the square root of the kinetic energy of the projectile. ST-Based damage however is not. As Basic Lift increases with the square of ST, and damage should be based on the square root of kinetic energy, the net result is a scale where damage scales linearly with ST. Replacing the current scale with a linear one however has a number of implications, which, in the interest of brevity I won't go into here.
Essential reading
I have found a few other sources regarding this that I haven't listed, as they go over all the same points.
No Rolls Against ST
This is exactly what it sounds like, removing all the rolls against ST that currently exist. This would help to distinguish ST from Attributes like DX and IQ, as well as helping with some of the slightly odd situations that arise during Contests of ST.
Essential Reading
Note that the last two don't actually relate to removing ST rolls, just solving the problems associated with keeping them. I feel there must be more relating to this issue, but I can't seem to find it. I do have about 3 days worth of missed sleep penalties though, and I don't like most sources of caffeine...
Other
I'm just going to lump together everything that either wasn't raised as a concern enough, isn't a particularly large adjustment, doesn't require much discussion, or isn't directly related to the overall topic.
Slightly Less Essential Reading
That seems like enough to be getting on with. If you there are any further pertinent links that you know of, please share them, and I'll add them to this post.
Feel free to discuss, change, combine, and mangle the above tweaks, and post them here for discussion. That, after all, is part of the whole point of this series.
This is a series of weekly threads with the intention of creating a compilation of tweaks and house-rules that exist to tackle some of the most problematic areas of the GURPS rules. For more information see Tweak of the Week (#0): Introduction and Gauging Interest. If you have any requests for topics to cover in this series, post them in that thread. Also, if you have any ideas for how the format of this series may be improved I'd appreciate it if you posted them there.
Strength and Damage
For the first topic in this series I thought I'd choose something fairly fundamental, commonly raised, and not overly complicated (compared to some topics anyway).
I'm going to split this topic into a few subsections, each with a short introductory paragraph, and a selection of some of the most pertinent available information that I could find. The listed information is by no means exhaustive, that would be far too time consuming for me to attempt alone, instead I encourage you to point out anything I might have missed.
Anyway, here we go...
Linear ST-Based Damage
Firearm damage in GURPS is currently scaled based on the square root of the kinetic energy of the projectile. ST-Based damage however is not. As Basic Lift increases with the square of ST, and damage should be based on the square root of kinetic energy, the net result is a scale where damage scales linearly with ST. Replacing the current scale with a linear one however has a number of implications, which, in the interest of brevity I won't go into here.
Essential reading
- Douglas Coles Grand Unified Smackdown Theory part 1, and 2
- - Fixes for ST-based damage (Note: If you're only going to read one thread on ST-Based damage, I don't recommend this one, that said there was one very interesting post by Douglas Cole, #80)
- - Raekai's Project Strength (Note: Files linked in the OP don't seem to be available for download, but the thread is still interesting). I recommend reading the whole thread, but some of the key posts are:
A few by Landwalker, namely #26, #37, #39, and #44
One by phayman53, #28
A couple by TheVaultDweller, namely #46, and #48
- - T-Bones Rules Nuggest: New Damage for ST
I have found a few other sources regarding this that I haven't listed, as they go over all the same points.
No Rolls Against ST
This is exactly what it sounds like, removing all the rolls against ST that currently exist. This would help to distinguish ST from Attributes like DX and IQ, as well as helping with some of the slightly odd situations that arise during Contests of ST.
Essential Reading
- Douglas Cole's blog post ST rolls must die covers some basic information
- - GURPS Martial Arts: Technical Grappling does a lot to remove ST rolls from grappling
- - Douglas Cole's blog post Grappling at really low ST in GURPS helps solve some problems
- - The thread ST Rolls? is very helpful, especially the following posts:
#7 from Kromm himself
T-bone has some interesting ideas in post #11, and post #18
Note that the last two don't actually relate to removing ST rolls, just solving the problems associated with keeping them. I feel there must be more relating to this issue, but I can't seem to find it. I do have about 3 days worth of missed sleep penalties though, and I don't like most sources of caffeine...
Other
I'm just going to lump together everything that either wasn't raised as a concern enough, isn't a particularly large adjustment, doesn't require much discussion, or isn't directly related to the overall topic.
Slightly Less Essential Reading
- Douglas Cole has written a lot about the subject of Trained ST. The basics are found in GURPS Martial Arts: Technical Grappling, but more can be found on his blog under the tag Trained ST, particularly interesting posts are:
Trained ST and drawing bows
Trained ST and Guns skill
Trained ST and Striking
- - The concept of ST-Based attacks as Advantages is covered in detail in GURPS Power-Ups 4: Enhancements p. 20, it recieves a slightly different (and in my opinion, superior) treatment in Pyramid #3/65: Alternate GURPS III
- - The variability of damage is discussed in the thread Realistic Variability for ST-based Damage, it's a short thread so I won't list key posts
That seems like enough to be getting on with. If you there are any further pertinent links that you know of, please share them, and I'll add them to this post.
Feel free to discuss, change, combine, and mangle the above tweaks, and post them here for discussion. That, after all, is part of the whole point of this series.
Tweak of the Week (#1): Strength and Damage
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