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bwoods's picture

Re: Design notes: Implementing "log ST" in a game

“I'm using +6 ST = x2 lifting power, which initially looks a little inelegant, but has its advantages: in particular, +20 ST becomes a neat x10 power (after applying just the barest of rounding). If you use +3 ST = x2 progression instead, you get an even neater +10 ST = x10 power.”

Why not just use x10 per +20 (or x10 per +10) directly? It’s the same barest of rounding and it prevents extrapolations above or below the table from drifting away from their actual values.

Also, if damage is a log stat in Project T, what about falling/collision damage? Gulliver collisions—as you know—are proportional to the square root of kinetic energy. How do yo plan on keeping the simplicity of d6/10mph?

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