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Toys for GURPS and other Role Playing Games

Design notes: Implementing "log ST" in a game

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A friendly correspondent (who, like me, is working on a home-brew game system but isn't ready to release) asks me about ideal implementation of "log ST" in a system. Log ST is the name commonly given to a game feature that sets levels of character Strength to an exponential progression, so that every extra +1 Strength mutliplies the previous level of power by some amount.

Typically, that'll be expressed as every additional X levels of Strength multiplying lifting power by some easy-to-grasp multiple Y. An example is in the HERO System, in which every +5 Strength multiplies lifting power by 2.

My reply to my correspondent largely mirrors this post so there's not a heck of a lot for me to add here. Still, it never hurts to recycle some new text into a recap. Here are notes on my ideal implementation of ST in a game: 

But first: Why?

There are plenty of benefits to replacing most games' implementation of ST with log ST.

One is that each level represents only the additional amount of power that you need care about. That is, you don't end up with +1 ST (the smallest quanta) doubling the ST of a Pixie PC (with no in-between levels possible), while adding some piddling amount to a Giant's ST; rather, the same +1 represents the same multiplier to each character's power, boosting each by the same meaningful relative amount.

Another benefit: log Strength can be used directly as a modifier to rolls, anywhere. All Contests of ST will work without special rules, and adding Strength directly to skills, DX, etc., where appropriate, will work fine too – something decidedly untrue for implementations of Strength like GURPS'.

Perhaps best of all, massive physical power for supers doesn't require huge log ST scores or funny new rules. With power rising exponentially, even Hulk-like strength gets represented by a reasonably-modest, easy-to-handle log ST score. Likewise, any tiny physical power is also a nice, modest integer (though possibly a negative one); no fractions or special rules needed.

Setting it up

If you want to build log ST into a game system:

Basics

Pick the "scaling factor", i.e, the multiple of power that each additional +1 represents. It's probably easier to think in terms of how many added levels of ST, X, multiply lifting power by what amount, Y. There's no technical reason why Y needs to be a neat number like 2 or 10, but that's what our meat minds like, so that's what I recommend. (Read to the end for more on the math of things.)

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. Each +1 ST under that progression becomes a bigger power jump than I prefer for my purposes, so I'm using what I'm using – but for, say, a superhero game where fine distinctions of power aren't needed, +3 ST = x2 power might be a very nice progression. 

Lifting power for any ST can be calculated on the fly via calculator, but of course you'll want a single table for it all. The table doesn't have to be too big if the numbers are easy to eyeball; in particular, if +X ST maps to a neat x10 power, then power for very high or low ST becomes a dead-simple matter of adding or subtracting X ST to add or subtract a decimal place of power. That's a nice play aid that keeps tables short.

Here's one big thing to note in a log ST implementation: you have to let ST go below 0. If that sounds shocking, keep in mind that plenty of game systems offer stats that represent either positive or negative modifiers, like Will, Reaction Mods, and many other things in GURPS. You can still have ST in your game default to 10 or whatever's normal for your system, but there's really no reason for that; since ST has to go negative anyway, I'm going to take the easy route of setting ST 0 as the human norm. Under that scheme, negative or positive levels of ST intuitively represent variation below or above the norm.

A final note on the basics: there's no theoretical upper limit to log ST, no more than there is for standard treatments of ST; I'll just note again that no matter how bizarrely strong the planet-sized deity in question, its ST score will remain playably modest! But be aware that there's no theoretical lower limit to log ST either; it too marches on to (negative) infinity, as the power level drops to the level of insects and then mites and then bacteria and then forever lower. 

Cost

Set whatever cost you like for log ST. Under plenty of systems, its cost might work fine as a flat N points per +/-1.

However, you may want to set a lower cost limit for weak ST - that is, some point cost (-100 points or whatever works for your game) buys no ST (and makes the PC a ghost or floating brain or whatever has no strength). No further reduced ST can be bought. Otherwise, the PC could go infinitely low and get infinite points!

Damage

Using log ST in the game is dead simple: use the ST score freely as a target number or dice modifier in rolls, use it in contests, and so on. 

But there's the question of handling ST-powered melee damage. The HERO System connects the ST stat linearly to dice of damage (damage dice = ST/5), an approach that unfortunately doesn't work too well (see this post again). Something else is called for.

I suggest considering how you want ST-based damage to scale with the measurable aspect of strength (i.e., lifting power). It's sensible to scale damage with some Z root of lifting power, i.e., scale it with ST/Z. The square root of lifting power (Z=2) works well in my opinion. Here are two ways to proceed, using that scheme:

1) Let damage scale directly with ST/2, and let damage itself be a log stat. That's what I'm using. Details are a topic for some other time!

2) Let damage be a linear stat (so 2d damage is "twice" 1d damage, etc., as in most games), and use a table to pair ST scores with damage dice (again, like most games). So if (for example) +10 ST = x4 lift = x2 damage, then if ST 0 = 1d dam, then ST 10 = 2d dam, ST 20 = 4d dam, ST 30 = 8d dam, etc., while ST -10 = 1/2d dam, ST -20 = 1/4d dam, etc.

The math

Here's what we're dealing with:

Basic formulae

Multiplier = Scaling Factor ^ Score

That is, the multiplier of power (like x32) = your scaling factor (like 1.2 if each +1 ST adds 20% power, i.e., multiplies power by 1.2) ^ ST score (like 19).

Spinning that around:

Score = log Scaling Factor (Multiplier)

Scaling Factor

If you want to derive Scaling Factor from a "+X ST = multiple Y" approach, then

Scaling Factor = Y ^ (1/X)

Example

Using my scheme in which +6 ST = x2 power:

Scaling Factor = 2 ^ 1/6

Multiplier = (2 ^ 1/6) ^ Score

So, where ST 0 is the human norm, ST -12 yields a power multiplier of (2 ^ 1/6) ^ -12 = 0.25, or one-fourth human norm.

Making a table

A spreadsheet is of course the sensible way to quickly generate a whole table pairing ST scores with power multiples. Don't hesitate to round numbers. For example, under my scheme, ST 20 has a power multiple of about 10.079; I call that a clean 10. Meanwhile, ST 5 has a multiplier of about 1.78, and ST 25, a multiplier of about 17.9; I make those 1.8 and 18, respectively.  

Remember, all the math above is "create the table" stuff for the game designer; it's not the kind of thing that would ever come up in play! All you need to play is the completed table.

Fini

And with that, I close this foray into deepest nerddom. Any comments, problems, or suggestions?

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