Core creature scaling rules for 4e
- REMOVED ATTACHMENT FOR MINI v0.4. PLAYTEST OVER! –
What to include in a mini mini upgrade version?
Do include
The basic rules:
- Get Linear Scale from SM.
- Set base ST, DR, and weight.
- Multiply ST and DR by Linear Scale. HP and BL take care of themselves.
- Multiply weight by the cube of Linear Scale.
Quick notes on fractional stats
Quick notes on DX, IQ, HT
Notes on Move, Reach, sustenance, combat effects ("use relative SM in melee")
Maybe include
Notes on setting SM
What else??


















Latest Mini upload
Hello all. I've attached (to the top post of the thread) a version 0.4. I successfully squeezed in DW's packages, in more detail than I'd hoped. I also added brief (but important) notes on how natural encumbrance from weight is handled (answer: it isn't; only mass is considered) and which parts of Mini are and aren't "official" rules.
How this all fits into two pages amazes me a bit. I like how it's turned out. It looks ready to ship to me, but I'll be away most of the coming week, so will release it after that. If you see this page, download the doc, and have comments, please leave 'em on this page. And if there are no big problems, I'll release Mini in about a week – April 5 or so.
SM packages
DW, I mentioned that I had comments on some of the SM packages:
First, I assume that your Move bonuses work as follows: Calculate base Move from DX & HT -> Basic Speed; add Basic Speed mods; from that base for Move, buy Basic Move to reach Mini's suggested SM-based Move.
Working from that:
Titanic [465]: SM +6, +120 ST [480], -3 DX [-60], -0.75 Speed [-15], +12 Move [60]
I would also add HT -2 [-20]. Final cost: [445]. +12 Move remains correct.
Colossal [395]: SM +5, +78 [390], -2 DX [-40], -0.75 Speed [-10], +10 Move [50],
Cost of -0.75 Speed -> [-15]. Add -1 HT [-10]. Use +12 Move [60]. (BS = 4.25 - 0.75 = 3.5; Move = 3; suggested Move is 15.)
Revised: Colossal [385]: SM +5, +78 ST [390], -2 DX [-40], -1 HT [-10], -0.75 Speed [-15], +12 Move [60]
Gigantic [285]: SM +4, +50 ST [300], -2 DX [-40], -0.5 Speed [-10], +7 Move [35]
Add HT -1 [-10]. Final cost: [275]. Move is unchanged.
Enormous [165]: SM +3, +25 ST [175], -1 DX [-20], -0.5 Speed [-10], +4 Move [20]
Add HT -1 [-10]. Use +6 Move [50]. (BS = 4.5 - 0.5 = 4.0; Move = 4; suggested Move is 10.)
Huge [86]: SM +2 [0], +12 ST [96], -1 DX [-20], -0.25 Speed [-5], +3 Move [15]
OK
Large [59]: SM +1 [0], +6 ST [54], -0.25 Speed [-5], +2 Move [10]
OK
Small [-25]: SM –1 [0], -3 ST [-30], +0.25 Speed [5], -1 Move [-5], +1 to Acrobatics (all varieties), Jumping, Climbing and Swimming [5] (priced as Talent)
Make that DX +1 [20] and +0 Speed. As discussed, I'll leave out the Talent aspect from this and below. Use +0 Move. (BS = 5.25 + 0.25 = 5.5; Move = 5; suggested Move is 5.)
Revised: Small [-10]: SM –1 [0], -3 ST [-30], +1 DX [20]
Tiny [-40]: SM –2 [0], -5 ST [-50], +1 DX [20], +0.25 Speed [5], -2 Move [-10], +1 to Acrobatics (all varieties), Jumping, Climbing and Swimming [5]
Removing Talent, net cost is [-45]. <- edit: should be [-50]
Diminutive [-45]: SM –3 [0], -7 ST [-70], +1 DX [20], +0.5 Speed [10], -3 Move [-15], +2 to Acrobatics (all varieties), Jumping, Climbing and Swimming [10]
Make that +2 DX, +0.25 Speed. Use -2 Move [-10]. (BS = 5.5 + 0.25 = 5.75; Move = 5; suggested Move is 3.)
Revised: Diminutive [-35]: SM –3 [0], -7 ST [-70], +2 DX [40], +0.25 Speed [5], -2 Move [-10]
Miniscule [-40]: SM –4 [0], -8 ST [-80], +2 DX [40], +0.5 Speed [10], -4 Move [-20], +2 to Acrobatics (all varieties), Jumping, Climbing and Swimming [10]
OK. Removing Talent, cost is [-45].
Minute [-45]: SM –5 or -6, -9 ST [-90], +2 DX [40], +0.75 Speed [15], -5 Move [-25], +3 to Acrobatics (all varieties), Jumping, Climbing and Swimming [15]
Using SM -5: Use +3 DX, +0.5 Speed, -4 Move (to go from Base Move 6 to suggested Move 2).
Revised: Minute [-40]: SM –5 [0], -9 ST [-90], +3 DX [60], +0.5 Speed [10], -4 Move [-20].
Using SM -6: Use +3 DX, +0.75 Speed, -5 Move (to go from Base Move 6 to suggested Move 1.5, which I'll round to 1).
Revised: Minute [-40]: SM –6 [0], -9 ST [-90], +3 DX [60], +0.75 Speed [15], -5 Move [-25].
I'll reconsider names for these small sizes, too.
Re: SM packages
Just a comment on Move - I actually calculated Move based on 5 times the square root of the linear dimension of Size usually rounded down. I figured as long as I was making it part of a Meta-trait I might as well be precise. I generally rounded down which is why "Small" got -1 Move - I figured a Size -1 creature ought to have a lower Move than a Size 0 creature. Besides, Base Move of 4 isn't possible under your guidelines.
HT modifiers were optional, so I didn't include them.
I figured a Talent was the simplest way to simulate superior power to mass for humanoids under the rules as written. It works fine without.
As for the labels, feel free to change them I swiped them largely from D&D.
Re: SM packages
Re Move: Ah, I see. I like your method. I figure I'd better stick with the exact rules I introduce, though; I expect that readers will be looking for examples/packages to build on those.
One of the difficulties of a topic like this: there really are any number of ways to go about things like setting Move; I have to force myself to hold back and stick to one. For example, I notice that the packages (at least for the SMs presented) could use not my main rules, or the Move you used, but yet another third way that's neat and memorable: use -1 Basic Move per SM below 0 (down to 1; it gets fuzzy down there), and +2 Basic Move per SM above 0. Works pretty nicely, in fact. Maybe I should use that in packages for its neatness, and note that it gets close to "suggested Move" without trying to hit it exactly?
In any case, let me also note that it's proving hard to fit the packages into my Mini page size, even if I really trim them down (smaller text, removing point costs except for total cost, etc.). I like the packages, but may have to place them onto a web page instead, as an online bonus. (Or save 'em for a full GULLIVER.)
Re HT: Optional, yes, though the mods for DX, Move etc. are all optional too. That said, I would agree with you that the HT mods seem even more optional, but for Mini's limited scope, I'll have to avoid many levels of optionality - I should either introduce the HT mod and use it like other options, or drop it altogether.
Re size names: Ah, again, I see. I'd be happy to stick with naming conventions that D&D is using and that its players will be comfortable with. Looking at the rulebook, I see that its sizes are a little choppy in progression, and overall are bigger jumps than GURPS SM. I'll at least keep their order, sticking other names in between two D&D names where appropriate. Thanks for the pointer.
re Mini v0.3 (restoring deleted posts)
And just to make things better: in cleaning up spam and wrongly-filtered posts, I seem to have deleted the posts on GVER Mini v0.3. AAAGGGHHHH.
There, that feels better. Slightly.
Fortunately, I had the losts posts open in another tab, and can replicate them here. The lost thread bit, from DW and me:
FROM DW
OK, first time I've looked at this - a few thoughts:
You're charging too much for agility based DX. 15 points is the
cost of DX! - that is, DX without Speed (+1 DX is 20, -0.25 Speed is
-5.) That would affect everything - combat, manual Dexterity, etc.
Reduced Manual Dexterity I'd price at -1/level; Ham Fisted is -5 for a
-3 penalty but Ham Fisted also includes penalties to Influence rolls,
so the Manual Dexterity penalty alone should be around -1/level.. As
for Missile weapons, I'd put it at -2/level, giving a net cost of
12/Level for Agility DX. Or to put it another way:
Agility = DX with the limitations Doesn't Affect Speed (-25%),
Doesn't Affect Missile Weapon skills (-10%) and Doesn't Affect Manual
Dexterity (-5%.) Still modifies melee skills and potentially abusive -
only allow as part of a package.
Move for large creatures - Based on previous discussions, buying up
Move doesn't seem right - large creatures would be better simulated
by Base Move equal to human sized creatures plus Enhanced Move. I'd add
a +50% to Enhanced Move making it affect all modes. Alternately, use
the Alternate Abilities rule from GURPS Powers - each purchase of
Enhanced Move after the first is at 1/5 cost.
I'd also creating metatraits so there's one package deal for each
Size. Now all we need is five or six words for descending size for
smaller creatures. I'll see what I can come up with over the weekend.
- DW
PACKAGES, FROM DW
Titanic [465]
SM +6, +120 ST [480], -3 DX [-60], -0.75 Speed [-15], +12 Move [60]
Colossal [395]
SM +5, +78 [390], -2 DX [-40], -0.75 Speed [-10], +10 Move [50],
Gigantic [285]
SM +4, +50 ST [300], -2 DX [-40], -0.5 Speed [-10], +7 Move [35]
Enormous [165]
SM +3, +25 ST [175], -1 DX [-20], -0.5 Speed [-10], +4 Move [20]
Huge [86]
SM +2 [0], +12 ST [96], -1 DX [-20], -0.25 Speed [-5], +3 Move [15]
Large [59]
SM +1 [0], +6 ST [54], -0.25 Speed [-5], +2 Move [10]
Small [-25]
SM –1 [0], -3 ST [-30], +0.25 Speed [5], -1 Move [-5], +1 to
Acrobatics (all varieties), Jumping, Climbing and Swimming [5] (priced
as Talent)
Tiny [-40]
SM –2 [0], -5 ST [-50], +1 DX [20], +0.25 Speed [5], -2 Move [-10],
+1 to Acrobatics (all varieties), Jumping, Climbing and Swimming [5]
Diminutive [-45]
SM –3 [0], -7 ST [-70], +1 DX [20], +0.5 Speed [10], -3 Move [-15],
+2 to Acrobatics (all varieties), Jumping, Climbing and Swimming [10]
Miniscule [-40]
SM –4 [0], -8 ST [-80], +2 DX [40], +0.5 Speed [10], -4 Move [-20],
+2 to Acrobatics (all varieties), Jumping, Climbing and Swimming [10]
Minute [-45]
SM –5 or -6, -9 ST [-90], +2 DX [40], +0.75 Speed [15], -5 Move
[-25], +3 to Acrobatics (all varieties), Jumping, Climbing and Swimming
[15]
FROM TBONE
Thanks for the comments, DW.
Cost of DX: My DX (athletic only) does include DX's normal
Basic Speed adjustment – certainly, full-body agility should add to
that. So it starts at the full 20 points. (I take it my text needs to
clarify that BS is included?)
From there, High Manual DX is 5 pts/lvl in the positive direction
(i.e., "added back" when you buy -1 DX (athletic)), but has uncertain
cost in the other direction (only Ham-Fisted to go on). No neat way to
set a cost going both directions. And there's no known cost for the
missile weapon adjustment. I feel that a final 15 pts/lvl for DX
(athletic) is well within the fudge boundary, and has a neat cost.
Re Move for large creatures: I want to avoid Enhanced Move as the
default method. There should be no "break" in how large vs small
creatures work, IMO; after all, from a Halfling point of view, a human
is nothing more than a large creature with bought-up Move, yet we don't
operate under Enhanced Move restrictions. The same base rule of
movement should apply to everyone as the default.
But, I don't mind offering Enhanced Move as an option, as some big
PCs may need it purely for cost purposes. If I can make it fit, I could
add the +50% "all modes" option too.
Re special skill mods for Acrobatics, Jumping, Climbing, Swimming:
While those are part of the old GULLIVER, I think I'll leave them out
here, especially for Mini.
First, the simple fact of a DX mod does place some mod on those
skills. But why not even more extreme mods? Well, 4e doesn't place any
special penalty on Acrobatics and Jumping even for encumbrance, whereas
my DX mods stem from a lesser problem (just high mass, not high weight
& encumbrance). 4e does place an enc penalty on Climbing, and a
double one on Swimming, but again, that's for unmanageable weight, not
mass; the difference is especially clear in Swimming, where dense
carried weight should certainly cause trouble but normal-density mass
should not (i.e., whales should not have a special Swimming penalty).
For Mini, I need to keep default complications to a minimum, and
would prefer to stick with a simple DX mod as the base that anyone can
use with ease.
HOWEVER, my DX (athletic) option branches into more varied
complexity; perhaps that could be a place to fold in additional mods?
For example: double the athletic DX mod for tasks requiring exceptional
full-body agility, like more challenging uses of acrobatics and
climbing that rely heavily on arm strength. Of course, that'd boost the
value of DX (athletic); something else should be dropped to compensate.
Come to think of it, DX (athletic) shouldn't affect vehicle skills,
should it. That may provide enough balancing factor, to keep the cost
unchanged.
Just an idea; could be added to the text if worthy, and if it fits!
Finally, I really like the packages. I would like to squeeze them
in, with maybe minor name changes. ("Tiny", to me, sounds much smaller
than SM -2.) But before that, I found a few possible cost adjustments
needed. Will address those shortly.
FROM DW
Thanks for your response. It looks like my first set of comments didn't post -
your system identified it as potential spam. I can email them to you
directly (though it seems you saw them) so they can be posted.
Otherwise this conversation is hard for other people to follow.
FROM TBONE
The spam filter was indeed overzealous; looks like I can see the posts,
but thanks for helping alert me to the fact that others couldn't see
them.
I'm turning off the filter for now, and will take my chances with
the dating service and pharmaceutical ads for a while. Sorry for the
trouble; posting should be back to normal.
GULLIVER Mini draft v0.2
Here's an updated version, incorporating a simple power-to-mass scheme.
Formatting is wacky in places, and I don't know why. Final output will be PDF, so it's not a big issue.
You'll see that I'm ignoring weight-based encumbrance, looking at power and mass effects (general "slowness") only. It's analogous to introducing only MSR rules from the old GVER.
True encumbrance really complicates the picture. It needs to be plugged into the encumbrance rules, with a cost worked out for quirky miscellaneous effects (such as increased fatigue, and a permanent level of encumbrance that affects remaining carrying capacity). Also, the interaction of mass-based slowness and weight-based encumbrance, while interesting, is complex. And then you've got gravity and buoyancy as side topics...
It's much easier for this text's purpose – and for most players – to assume that a creature handles its own weight, and look at just the effect of power and mass instead. That's handled by simple adjustments to DX, Basic Speed, and Move.
A full set of rules in the future may want to tackle explicit encumbrance as well, but I think the simple approach here does a fine job for most critter needs, and goes down smoothly.
Under optional extras for size, I modified the simple DX suggestion, and added a Basic Speed suggestion. These mesh with the later more detailed suggestions. I similarly used a simple new approach to Move: no more multipliers, just a real rough suggestion for what expected Move might be. (It cleverly uses 4e's SM Table, the kind of nifty trick you can do with log progressions.)
Everything falls under the "suggested stats" approach, rather than strict formulae. 4e hews to that approach more than 3e did, and I'm happy to go along. Overall, I think v0.2 is neat and clean. How about you?
GULLIVER Mini draft v0.2
(page references: B = Basic Set, BT = Bio-Tech, F = Fantasy. All editions 4e.)
Building Odd-sized Characters
The Basics
GURPS 4e offers the tools you need to build odd-sized characters, with
some details outlined in BT62-64 and F50-51. But the Basic Set doesn't
explicitly detail the process. Here's your simple guide to the basics:
1. Choose your height. Note your height multiple: the multiple of your height to the human-normal 2 yards.
2. Choose your SM based on your height (B19).
3. Choose your starting ST, HP (usually the same as ST), DR, and weight – those appropriate for a SM 0 (human-sized) version of the design.
4. Multiply starting ST, HP, and DR by height multiple. Multiply
starting weight by the cube of height multiple. (Quick cheat:
Multiply/divide weight by 10 for every full two SM levels above/below
0, and then by 3 for a remaining odd level above/below.)
5. Add optional extras (below) if desired. Pay for final stats normally. (Don't forget -10% cost of ST and HP per SM above 0, max -80%.)
SM itself has no cost, and includes the following changes:
Reach: For literal reach, multiply 1 yard by height multiple. For combat Reach, see B402.
Sustenance requirements: Multiply air, water, and food requirements by the square of height multiple. (See BT63 for detail on meal size and frequency.)
Non-humanoids
The above rules are for humanoids. For most other creatures, replace
height with length. Measure roughly from head to (hind leg) toe,
ignoring a long neck or tail.
A round or boxy shape modifies SM for TH purposes only (B19), not for
stat modifications as described here.
The hex size for a horizontal creature is roughly the square of height multiple. Halve hex size for humanoids. Round hex size up to 1 for all but tiny creatures.
Working backward
You can start with an odd-sized design (such as a real animal),
instead of starting with a SM 0 version as above. Estimate SM from
known height/length or weight. Estimate ST and HP as either a) some
reasonable starting ST and HP, times height/length multiple, or b)
twice the cube root of weight. Adjust ST and HP from there as you
like.
Optional extras: DX, Basic Speed, and Move
Size greatly affects the ratio of power to mass, and thus agility, of a typical creature. GURPS handles power and mass on B19 with a short suggestion to modify Basic
Move as you like. That's fine, but it's easy to eyeball more specific size-based adjustments to the "agility stats": DX, Basic Speed (and Dodge!), and Move. Use the below as suggestions only; modify as you like, and ignore if you don't want them, or if your design already reflects them well enough.
DX: Halve your SM (round down). Subtract that amount from DX. (Positive SM lowers DX; negative SM raises it.)
Basic Speed: Halve your SM (round up). Subtract that amount x 0.25 from Basic Speed. (See B17. The above DX mod will also affect Basic Speed.) Don't reduce Basic Speed below 1.
Move: Add SM +
the above DX mod + 2. Find that under the SM column of the SM Table
(B19). The given yards
roughly suggest expected
Move for the typical power and mass of an odd-sized creature, before any other special
considerations (like four legs, posture, fitness, etc.).
If current Move is far from the suggestion, consider adding or
subtracting Basic Move (B17) to approach it. (You can use B52's
Enhanced Move as well, though its limitations more realistically
reflect adaptations such as four legs, not size and power.) But don't feel bound by the suggestion; especially in non-humanoids and supers, Move can be just about whatever you want!
Net effects: Net +1 DX and +0.5 Basic Speed per two levels of SM
below 0, the reverse effect for SM above 0. Move will scale with (roughly) the square root of height multiple.
Optional extras: other
The below are purely optional add-ons. Purchase normally.
Overall ST: +5% ST per SM above 0, for the bulky builds of large creatures.
Lifting ST: Many modifications aid with bearing
weight, but not other uses of ST. Buy extra ST as additional Lifting ST
(B65), for each of the below:
Option: For more realism, change the above Lifting ST boost into a new trait, Carrying ST. This adds to ST only for carrying, pushing and pulling, not to lifting or to applying slow pressure. Cost: 2 points / +1.
IQ: No change by default, but BT63 has suggestions for small creatures.
HT: No change by default, but consider -1 HT per full
three levels of SM above 0, for the difficulty of nutrient transport,
waste removal, immune response, etc. in such a huge form.
Design example
For a SM 4 creature, first set human-size starting stats. Height multiple is 5. Multiply starting ST, HP, DR, and Reach by 5, sustenance requirements by 5x5 = 25, and starting weight by 5x5x5 = 125.
For agility mods, consider -2 DX and -0.5 Basic Speed (total -1 Basic Speed after the -2 DX). As a Move suggestion, look up SM 4 -2 for DX mod + 2 = SM 4: that suggests Move 10, barring other considerations.
For other mods, consider an extra 20% ST and extra 10% Lifting (or Carrying) ST for build, and -1 HT. Buy all stats
normally (with -40% on all ST).
Play guide
SM in melee combat
Use relative SM (the difference in attacker and target SM)
as a bonus on the smaller creature's melee TH and a penalty on the
larger creature's. Treat hit location TH modifiers as additional
relative SM modifiers. The final net TH modifier for SM may not exceed
+4.
Example: A SM 4 Giant hitting a SM -1 Dwarf takes a -5 on
melee TH. The Dwarf gains a +4 (not +5) TH vs the Giant. If the Dwarf
aims at the Giant's leg (-2 TH), the leg is essentially a SM 2 target;
the Dwarf gets a net +3 TH.
Low-ST damage
The ST damage chart doesn't work so well for small creatures. If you
prefer, use damage for ST 10 instead (thr 1d-2, sw 1d), and multiply
the damage roll by character ST/10. Round to the nearest.
This method is especially useful for ST 5 and under, but can be used for any ST under 10 if you like.
Skill use
Where appropriate, apply a -1 penalty per difference in SM between a
character's SM and the ideal SM for the task. Examples include
controlling a mount or vehicle, picking a lock, pickpocketing, or
making armor for a small race. F137 suggests doubling the penalty when
using tools or weapons designed for a specific SM.
Power and Mass
The rules below replace the above suggestions for DX, Basic Speed, and Move with more specific suggestions based on actual power and mass, not just a generalization from size alone. In addition to plodding brontosauruses and zippy squirrels, they'll generate hyperkinetic SM 0 Spidermen as well.
These rules technically look at power and body mass alone, and don't consider encumbering weight; they assume that creatures can carry their own weight, and that ST measures power left over after accounting for excess weight. Any creature built with the rules on this page uses all normal encumbrance rules.
PMR (Power to Mass Ratio)
PMR Table (for additional levels, follow same progression)
PMR Agility
… …
0.01 -6
0.02 -5
0.05 -4
0.1 -3
0.2 -2
0.5 -1
1 0
2 1
5 2
10 3
20 4
50 5
100 6
… …
(excuse formatting for the moment!)
Agility
1) Start with BL (don't include Lifting or Carrying ST for this purpose). Take BL x 10 / naked body mass. That's your PMR.
2) Find your Agility on the PMR Table. (For PMR falling between two listed values, choose the smaller value – i.e., PMR 1.3 becomes PMR 1.)
Agility is nothing more than suggested mods to DX, Basic Speed, and Move, as follows:
DX: Buy DX equal to Agility.
Option: For more realism, buy limited DX for full-body, athletic actions only: no
effect on fine tasks as listed under High Manual Dexterity (B59) and no effect
on missile weapon TH. (When in doubt on whether or not to apply Agility,
halve it). The appropriate PMR is a prerequisite to buy DX (athletic only). Cost: ±15
per ±1.
Basic Speed: Buy added Basic Speed equal to Agility x 0.25. Don't reduce Basic Speed below 1.
Move: Add SM + Agility + 2. Find that under the SM column of the SM Table (B19). The given yards suggest a ballpark realistic Move, before any other special considerations. Purchase as described earlier.
Net effects: Every rough doubling of PSR will add +1 DX and +0.25 Basic Speed (total 0.5 Basic Speed after +1 DX); every rough halving of PSR subtracts the same. Move will roughly scale with height multiple and the square root of PMR. (PMR typically scales with the inverse of height multiple, so Move typically scales with a net square root of height multiple.)
Design Example
A strong, lithe halfling PC has ST 6 and weighs 14 lbs. BL is
7.2. PMR = 7.2 x 10 / 14 = 5.1, which qualifies for Agility 2. That
suggests +2 DX, and additional +0.5
Basic Speed (total +1 after DX mod).
For suggested Move, he adds SM -2 + 2 for Agility + 2, for a net 2. The SM Table equates that with a suggested Move 5.
Looking at SM alone under the earlier rules suggests +1 DX, +0.5 Basic Speed, and a Move of about 3 for a halfling. But actual results can vary greatly under the detailed rules, as this example shows. Keep in mind that results are only suggestions – but if you follow them here, this particular hardcore halfling is ready to race the big folks!
That's all
The above is a simple but fairly thorough guide to building both size and realistic power-to-mass considerations into your designs. Remember that all it offers is suggestions for ST, weight, Move, and so on. While you shouldn't feel bound by any of them, roughly following the suggestions will inject nicely consistent stats and performance capabilities into designs of any size.
Question: Does it make sense that I left out Lifting (or Carrying) ST from BL to determine PMR? Lifting ST would be vital if we were looking at resisting weight with power, but power-vs-mass agility would appear to stem from the "explosive" power that GURPS excludes from Lifting ST. Tough call, but I think I have it right. Discuss.
Question: Note that I'm fudging my cost for DX (athletic only). It can't be built exactly. -1 athletic DX seems to be -1 DX and +1 High Manual Dexterity, for -15 pts. But there's no corresponding "Low Manual Dexterity" to use in building +1 athletic DX, only the lesser-value Ham-Fisted; subtracting 5 from cost is too big a bargain.
So I fudged, and tossed in "no missile weapon TH mod" to make a neat 15 pts seem better. Looks OK to me, but what do you readers think?
GULLIVER Mini draft v0.1.1
Here's the first draft of the project outlined in this thread and in this newsletter: http://www.gamesdiner.com/takeout_menu_001
I'm not sure whether to call it "Mini" (goal: one page) or "Mini Mini" (goal: half a page). I'll have to see how the final text fits on a page.
The below is what I see so far, WITHOUT yet any content on power-to-mass. I'm still pondering how to best cover that in super-short format, and will post something here later.
Some terminology is changed from the original GULLIVER (such as linear scale -> height multiple) to reflect 4e usage or otherwise simplify.
For now, the request: Please critique the below. Read it as your one- (or half-) page quickie guide to building and playing odd-sized characters in 4e. Other than power-to-mass rules, is anything big missing? Anything wrong or unclear?
I have some specific questions myself; please comment on those (marked with Q:) if you know the answer.
Here goes:
GULLIVER Mini draft v0.1
(page references: B = Basic Set, BT = Bio-Tech, F = Fantasy. All editions 4e.)
Building Odd-sized Characters
GURPS 4e offers the tools you need to build odd-sized characters, with details outlined in BT 62-64 and F 50-51. But the Basic Set doesn't explicitly detail the process. Here's your simple guide:
1. Choose your height. Note your height multiple: the multiple of your height to the human-normal 2 yards.
2. Choose your SM based on your height (B 19).
3. Choose your starting ST, HP (usually the same as ST), DR, and weight – those appropriate for a SM 0 (human-sized) version of the design.
4. Multiply starting ST, HP, and DR by height multiple. Multiply starting weight by the cube of height multiple. (Quick cheat: Multiply/divide weight by 10 for every full two SM levels above/below 0, and then by 3 for a remaining odd level above/below.)
5. Pay for final stats normally. (Don't forget -10% cost of ST and HP per SM above 0, max -80%.)
SM itself has no cost, and includes the following changes:
Reach: For literal reach, multiply 1 yard by height multiple. For combat Reach, see B 402.
Sustenance requirements: Multiply air, water, and food requirements by the square of height multiple. (See BT 63 for detail on meal size and frequency.)
Non-humanoids
The above rules are for humanoids. For most other creatures, replace height with length. Measure roughly from head to (hind leg) toe, ignoring a long neck or tail.
A round or boxy shape modifies SM for TH purposes only (B 19), not for stat modifications as described here. (Q: Is there a hexes-to-SM guide in 4e?)
Working backward
You can start with an odd-sized design (such as a real animal), instead of starting with a SM 0 version as above. Estimate SM from known height/length or weight. Estimate ST and HP as either a) some reasonable starting ST and HP, times height/length multiple, or b) twice the cube root of weight. Adjust ST and HP from there as you like.
Optional extras
The below are purely optional add-ons. Pay normally for any you choose.
Overall ST: +5% ST per SM above 0, for the bulky builds of large creatures.
Lifting ST: Many modifications aid with bearing weight, but not other uses of ST. Buy extra ST as additional Lifting ST (B 65), for each of the below:
Carrying ST: For more realism, change the above Lifting ST boost into a new trait, Carrying ST. This adds to ST only for carrying, pushing and pulling, not to lifting or to applying slow pressure. Cost: 2 points / +1.
DX: No change by default, but as a very simple rule of thumb, consider -1 DX per two SM levels above SM 0, and +1 DX per two SM levels below.
IQ: No change by default, but BT 63 has suggestions for small creatures.
HT: No change by default, but consider -1 HT per full three levels of SM above 0, for the difficulty of nutrient transport, waste removal, immune response, etc. in such a huge form.
Move: None by default, but as a rule of thumb, consider multiplying Move by height multiple appropriate for half the creature's SM.
Example: For SM 4, use the height multiple for SM 2, which is x2. For SM -3, use the height multiple for SM -1 or -2 (your choice), which is x3/4 or x1/2 (or extrapolate in between to get x2/3).
To purchase Move at that multiple, use Enhanced Move (B 52) and/or Basic Move (B 17).
Play guide
SM in melee combat
Use relative SM (the difference in attacker and target SM) as a bonus on the smaller creature's melee TH and a penalty on the larger creature's. Treat hit location TH modifiers as additional relative SM modifiers. The final net TH modifier for SM may not exceed +4.
Example: A SM 4 Giant hitting a SM -1 Dwarf takes a -5 on melee TH. The Dwarf gains a +4 (not +5) TH vs the Giant. If the Dwarf aims at the Giant's leg (-2 TH), the leg is essentially a SM 2 target; the Dwarf gets a net +3 TH.
Low-ST damage
The ST damage chart doesn't work so well for small creatures. If you prefer, use damage for ST 10 instead (thr 1d-2, sw 1d), and multiply the damage roll by character ST/10. Round to the nearest.
This method is especially useful for ST 5 and under, but can be used for any ST under 10 if you like.
Skill use
Where appropriate, apply a -1 penalty per difference in SM between a character's SM and the ideal SM for the task. Examples include controlling a mount or vehicle, picking a lock, pickpocketing, or making armor for a small race. F 137 suggests doubling the penalty when using tools or weapons designed for a specific SM.
-END-
Re: GULLIVER Mini draft v0.1
GULLIVER Mini draft v0.1
(page references: BS = Basic Set, BT = Bio-Tech, F = Fantasy. All editions 4e.)
While there's a certain irony about using "BS" as the abbreviation for Basic Set, I believe that the official abbreviation is simply "B".
5. Add Inconvenient Size if appropriate. (Q: No longer in 4e? Remove this item?)
Off the top of my head, I don't know; but download the free GURPS Update (which provides the official 3e -> 4e trait mappings) to find out for yourself.
Non-humanoids
A round or boxy shape modifies SM for TH purposes only (BS 19), not for stat modifications as described here. (Q: Is there a hexes-to-SM guide in 4e?)
None that I know of. If I get into the next Bestiary playtest, I'll certainly suggest that they include this. Since hexes are a measurement of area, the appropriate progression is x1/x2/x5/x10 hexes for +0/+1/+2/+3 SM, and it should also be noted that the creature's height will increase as appropriate for its SM.
Working backward
You can start with an odd-sized design (such as a real animal), instead of starting with a SM 0 version as above. Estimate SM from known height/length or weight. Estimate ST and HP as either a) some reasonable starting ST and HP, times height/length multiple, or b) twice the cube root of weight. Adjust ST and HP from there as you like. (Q: Is this "twice cube root" rule mentioned in BS?)
Not directly. You have to infer it from the HPs for objects section.
Also, ISTR GURPS Powers carrying the implication that HP tend to be associated with mass, in the form of providing Modifiers for HPs that don't have mass-related effects.
DX: No change by default, but as a very simple rule of thumb, consider -1 DX per two SM levels above SM 0, and +1 DX per two SM levels below.
Please state the rationale for this. Is this the "quick and dirty Mobility effects"?
FWIW, you might want to consider giving DX the same sort of treatment that ST got w.r.t. Striking ST, Lifting ST, and HP, and which you expand upon with your Carrying ST subcategory. The above DX bonus could then be tailored to the most appropriate aspects of DX instead of turning Ellyl into natural marksmen.
As a first approximation, consider Striking DX (for accuracy-type benefits), Mobility DX (for the effects that GULLIVER tied to Natural Encumbrance; used to calculate Basic Speed), and Manual DX (for all of those mechanics and craftsmen).
To purchase Move at that multiple, use Enhanced Move (BS 52) and/or Basic Move (BS 17). (Q: No Decreased or Reduced Move in 4e? Just Basic Move mods?)
AFAIK, 4e doesn't have an inverse of Enhanced Move. This is because Enhanced Move is more than "a cheap way to get a lot of Move"; it is specifically tailored toward the concept of an increase in top speed without a corresponding increase in maneuverability (i.e., acceleration). In effect, Enhanced Move dramatically increases your sprinting speed without increasing your walking or running speeds.
Low-ST damage
The ST damage chart doesn't work so well for small creatures. If you prefer, use damage for ST 10 instead (thr 1d-2, sw 1d), and multiply the damage roll by character ST/10. Round to the nearest.
Include guidelines for when to apply this rule.
Re: GULLIVER Mini draft v0.1
Re BS: Hmm, I thought BS was in use. Will change to B – anything to cut characters where space is limited.
Re Inconvenient Size: The update book does indeed clarify that this is part of SM, and no longer a disad. I'm removing it from the text. Thanks!
(Unfortunately, that ruling ignores that the disad level of a given SM may vary much by gameworld. But as with any trait, GMs can tweak the cost of SM as they like. So there's no problem.)
Re hexes: Unless an official guide turns up, how about this suggestion:
Multiply 1 hex by the square of height multiple. That's for horizontal creatures; halve hexes for bipeds. (Round up, so a human is still one hex.)
Re DX: Yes, any power/mass rules will explicitly state that they replace the simple suggestions for SM-based DX and Move mods.
The DX breakdown idea – Striking DX (for accuracy-type benefits), Mobility DX (for the effects
that GULLIVER tied to Natural Encumbrance; used to calculate Basic
Speed), and Manual DX (for all of those mechanics and craftsmen) – is interesting. I tend to think in terms of "Athletic" vs "Manual" DX; I guess my Athletic would break down into your Striking and Mobility.
But where are you placing DX for missile fire in this? Under Striking DX?
Re Move: Looks like you're right about no more Reduced Move. I withdraw the question.
As with the original GULLIVER, though, I wonder whether Enhanced Move should be tweaked for SM-related purchases. It should cover all environments by default, and I'm not sure the straight-line restriction should apply. But that's a topic for a detailed treatment; for Mini, simple Enhanced Move is fine.
Re low-ST damage: I added "This method is especially useful for ST 5 and under, but can be used for any ST under 10 if you like." Sound good?
Thanks! I welcome more comments from all, while I ponder the power/masss stuff.
Oh, sorry that quoting isn't working. It's made for the full text editor, which I removed at user request. (It was slow and clunky.) I'll remove quoting too for now, and look for a light text editor that is fast and allows quoting. Can't find the ideal solution yet.
Re: GULLIVER Mini draft v0.1
I think that 4e still has room for an Inconvenient Size/Shape advantage - though it might be better handled as a variation of Social Stigma: This version would represent cases where
you suffer from the lack of some standard benefits granted to most people in society (e.g., the doors, clothing, etc. that is designed for your shape/size - but instead of representing a sense of culture-wide contempt for your kind, it would represent a public ignorance or unwillingness to provide the specialized support that you need.
IMHO, marksmanship skills would clearly be based on Striking DX; the real question is whether or not swordplay skills would be, given that they provide both Strike and Parry.
If you want a trait that modifies Move in all environments at once and does so without limiting itself to bolstering the Sprinting pace, you don't want Enhanced Move; you want to buy up Move directly.
Re: GULLIVER Mini draft v0.1
True, size could form the basis for a Social Stigma. Sounds like a pretty gameworld-specific occurence, so I think I can safely leave mention of it out of Mini.
Re Move: For any Move mods stemming from size and/or power/mass, my plan is to suggest what final Move should be, and have the character buy that Move using normal existing rules.
You're right that plain Basic Move is the trait that covers all things Move, and thus the right trait for the topic at hand. I'll stick with that. Unfortunately, a creature whose Move is really boosted by size and/or power/mass will find a big Basic Move really expensive. BUT, I figure my role is only to suggest what a reasonable Move might be; what it costs to purchase that Move is 4e's responsibility. I'm not going to worry about the cost.
I've been playing with the power/mass aspect. Will have something to post soon.
Two things...
1. It is my belief (and I could be wrong here) that the rule for melee combat and size modifiers needs one addendum: currently, it states that the most you can gain from a shift in size modifier is +4 (due to the fact that anything larger means you could not reach it anyway...) I would like to postulate that the shift in targeting a location be applied *before* this cap is placed on it. For example, if I have a creature that is a shift of +14 SM, then I get a +4 to hit (shift is +14, max benefit = +4); but if I am a flying critter (for example) and have an opportunity to target the eye of this thing, I should still get a +4 to hit the eye (+14 SM shift, -10 eye = +4 to hit).
2. What sort of timeframe for releasing the mini-mini are you looking at?
Re Two things...
Ahoy!
Re Giants and using their big, tempting soft parts for target practice:
I believe you're saying that when using relative SM as a TH mod in melee combat, the +4 cap should be applied to the net TH mod, after taking target part into account.
Absolutely, I say. I see the -10 TH for eye as meaning the eye is a target 10 SM levels lower than the whole creature, plain and simple. (I don't think the SJG folks hew to that, and instead prefer to complicate body part mods with unwritten, hypothetical movement and positioning factors – even though you keep things much simpler, and get similar results anyway, by just equating body part TH mods with their SM.)
So yes, a SM +14 Giant's eyes are to me simple SM +4 targets, and a human-sized creature in position to strike those eyes could enjoy the full +4 TH.
That's the way it's always been spelled out in GULLIVER (the only difference being that I used a +2 cap from the start, but if 4e wants to go with +4 instead, that's fine with me).
Now, as for that mini mini: Well, my next step is to take a gander at what Bio-Tech already has to say about size and scaling. But per a post I just left on the sjgames forum, I finally took a trip to e23 to pick up a copy, and find it's not available there. I guess I'll have to get my hands on a hard copy instead.
Assuming that step won't take forever: Hmm, I'd like to get that mini mini out in the first quarter of 2007.
Yes, this is what I am
Yes, this is what I am talking about. The rules for using the difference in SM to deal with melee are not very long, and fall into a "Q&D" level of detail, in my opinion. But I think that GULLIVER MINI-MINI should express that any limit in bonus (i.e.: +4 maximum) be set not to the modifier for the shift in SM, but to the sum total of modifier for the shift in SM and the hit location.
It sounds like this is an agreement, so I will drop this one. :)
I have ordered my copy of Bio-Tech, but have not gotten it from WH23 yet... because I also ordered a new copy of Campaigns and that one has not yet arrived/been unpacked from the boat it is on for this print run.
Re Yes, this is what I am
Yes, we're in agreement with the idea; it'll be in there, whatever the final wording. (The concept may be new to 4e, but it's old hat around these parts. : )
Looks like my wished-for PDF copy of Bio-Tech will be released within a few days, so I'll soon be able to jump on top of a mini mini draft. Looking forward to that, and to readers' critiques.
Scaling Damage
I have been recently struggling with how to handle a SM -5 Ellylon in GURPS 4e. Sure, I set the SM to -5... but what sort of damage is really being done by the Ellylon's scaled down spear?
If I scale the damage down, then two Ellylon fighting one another will find it nearly imposible to inflict any damage on one another. if I do not scale the damage down, then Ellylon become very deadly as they close to melee range with human and larger sized creatures and do called shots to the neck at a total penalty of -1 (-5 Neck; +4 max bonus for 4+ SM shifts upward). Oddly, no ability to do this at range... as the SM is not handled in relative terms in ranged combat.
I am thinking something like the GULLIVER Toughness Trait might have to get used; but I am not really sure how to impliment it.
Re Scaling Damage
I pretty much agree with Dataweaver. I see one of two choices:
1) Use the 1d-x damage scores given by 4e for low ST. An Ellyl hit will do either 0 damage, or on a good roll, 1 or maybe 2 damage – which, given the other Ellyl's low HP, should still be significant.
Obviously, that's a "crude but more or less good enough" solution, and not to everyone's taste. And it still won't work if final damage scores come out as 1d-6 or lower.
2) Switch to fractional damage. Dataweaver's suggestion, use damage for ST 10 and multiply by Ellyl ST/10, should work fine, and in any situation.
Is there a reason why either of those won't work?
Fractional damage
I could see the fractional damage concept being used. Might be interesting... But this is still somethign I think GURPS needs to handle in an official way -- how to handle combatants within the game easilly, elegantly, when they are not at human scale. And how to handle multiple scales on the battlefield.
Re Fractional damage
I always admit that most players won't have a pressing need for such, and I don't think the topic would win a vote of most-wanted next steps for GURPS development. Still, SJG does seem to steadfastly avoid addressing issues of non-human size. That's always felt odd to me, as a) from the earliest days, official GURPS books have offered up Ellylon and Cidi and Giants etc. as PCs (and countless odd-sized animals and monsters as NPCs); and b) utter thoroughness isn't needed in gaming the size issues, just a solid basic treatment, which GURPS could handle with ease.
Until then, we've got fan websites! Woo hoo!
Scaling Damage
Overall, this issue hasn't changed much from 3e; in fact, the only real change is that weak creatures (ST 1-5 for thrusting damage, ST 1-7 for swinging damage) do more damage under 4e than they do under 3e.
The main problem is that damage doesn't scale in proportion to ST. You could try regularizing the damage progression, but that's likely to have some awkward side-effects that will require their own tweaking.
My first thought: If the attacker's ST and the defender's HP are both greater than 20 or less than 6, roll damage as if you had a ST of 10 and a damage multiplier of ST/10. This is an adaptation of the "Extreme Scores" rule from B349.
Positive and negative enumbrance
Possibly add positive and negative encumbrance as meta-traits. That would fit the way things work in 4e.
-DW
Re positive and negative encumbrance
If you'll take a look at the comments in this thread labeled "Movement": Are you suggesting a handling of positive and negative enc different from what's suggested there? At least for a super-short GULLIVER mini mini, I think my quick suggestion is plenty, but let me know what else you have in mind.
Positive and Negative Encumbrance as meta-traits
OK, this is what I meant for a meta-trait: For Natural Encumbrance:
-1 to Acrobatics (all forms) and Climbing. This is not as drastic as an Incompetence Quirk but it covers more skills - call it a Quirk for [-1]
-1 Base Speed [-20] - This gets you the base reduced Dodge and Move.
+1 Speed (only affects combat order -75%) [+5].
-1 DX (only affects Balance, Stealth, Karate, Judo and athletic skills -80%) [-4]. -80% may seem a bit chintzy for such a broad limitation but realistically most characters with this Disadvantage won't emphasize stealth and agility. The limitation just isn't limiting.
Total cost for Natural Encumbrance: -20/level.
Looking the other way at Negative Encumbrance:
+1 DX (only affects Acrobatics and Climbling rolls -80%) [4]
+1 DX (only affects Balance, Stealth and DX based Athletic skill rolls -60%) [8]
+1 Basic Speed [20] (this gets both increased Dodge and Move)
-1 Basic Speed (only for Initiative -75%) [-5]
Total Cost: 27 points/level
- DW
Re Positive and Negative Encumbrance as meta-traits
DW, the part I'm unclear on:
Why would
+1 DX (only affects Acrobatics and Climbling rolls); and
+1 DX (only affects Balance, Stealth and DX based Athletic skill rolls)
be handled separately? Why wouldn't this be a single
+1 DX (only affects Acrobatics, Climbing, Balance, Stealth, and other DX-based athletic rolls)?
Or is the intent of the combination, as you wrote it, to have both of the penalties hitting Acrobatics and Climbing, conferring ±2 to Acrobatics and Climbing for each level of Pos/Neg Encumbrance?
Positive/Negative Encumbrance Question
It's the second reason - Acrobatics and Climbing get a large bonus/penalty, Stealth, balance and other athletic skills get a small bonus/penalty. The idea is to duplicate in 4e Tbone's 3e Positive and Negative encumbrance. As far as I know, these new metatraits would be in adherence with 4e canon.
The one part I haven't figured out how to simulate is increased fatigue costs - extra encumbrance tires you out faster in combat or other physical effort. I could probably come up with reasonable ball park costs but not a reasonably 4e official cost.
-DW
Re: Positive/Negative Encumbrance Question
Okay, that clarifies it: "+1 DX (only affects Balance, Stealth and DX based Athletic skill rolls)" includes Acrobatics and Climbing, so they get double the effect. Got it.
You're right about fatigue costs; I hadn't thought about pricing that either. I wonder whether taking some fraction of the Fit/Unfit costs would work?
Otherwise, sounds good. Incidentally, is the term "meta-trait" new to GURPS in 4e? Natural encumbrance always has been a "meta-trait" in GULLIVER (as have Size and some other goodies); I called them "package traits", but I guess "meta-trait" is the new locution. That's OK by me.
A side issue: I assume that you'd intend these traits to be used separate from the actual GURPS encumbrance system. That is, an elephant would buy the trait associated with heavy encumbrance, but otherwise start using the regular rules for None, then Light, then Medium, etc. encumbrance as his handlers started loading him with gear (as opposed to starting at Heavy, then moving up to X-Heavy when his gear hits that threshold, which is the current GULLIVER approach).
Is that the intent? If so, I think it's technically a less proper approach, but it's been suggested to me before, and plays a bit easier; I can live with it. It also avoids the need to build yet another factor into the meta-trait (i.e., the fact that the encumbered creature is already part of the way toward his max carry, with less capacity remaining).
If the meta-trait is thus removed from the regular encumbrance system, I think it should be renamed; "positive / negative encumbrance" would no longer fit well, nor easily describe what the meta-trait does. "Reduced / Increased Agility" would fit much better, though even shorter names would be welcome. What do you think?
Meta-traits
About the term meta-traits - yes that is the new GURPS 4e term for a combination of Advantages and Disadvantages intended to represent a single concept such as Body of Stone or Robot. Part of the reason for keeping it separate from standard encumbrance was playability but part of the reason was also in order to make it conform to canonical 4e GURPS.
Fatigue costs - I hadn't thought of a limited form of Unfit or Very Unfit. THose don't quite work - characters with natural encumbrance lose fatigue faster but don't necessarily take longer to recover. A possible way to eyeball it would be comparing it to an increased Fatigue cost limitation on ST. As for names, negative Encumbrance could just be called Agile or Lithe with levels. Positive encumbrance, I'll need to think about.
-DW
Meta-traits
About the term meta-traits - yes that is the new GURPS 4e term for a combination of Advantages and Disadvantages intended to represent a single concept such as Body of Stone or Robot. Part of the reason for keeping it separate from standard encumbrance was playability but part of the reason was also in order to make it conform to canonical 4e GURPS.
Fatigue costs - I hadn't thought of a limited form of Unfit or Very Unfit. THose don't quite work - characters with natural encumbrance lose fatigue faster but don't necessarily take longer to recover. A possible way to eyeball it would be comparing it to an increased Fatigue cost limitation on ST. As for names, negative Encumbrance could just be called Agile or Lithe with levels. Positive encumbrance, I'll need to think about.
-DW
Movement
For a half-page or one-page summary, a rough guide to proportional movement rates would be good. A summary of the range that a given SM covers would also be much appreciated.
Re: Movement
Proportional movement rates: Do you mean suggestions or rules of thumb for setting Move for a creature of a given SM?
If so: In the absence of ST/mass ratio rules, I'd suggest scaling Move with linear scale for half of SM, so that SM -4 halves Move (as appropriate for linear scale of SM -2). This Move adjustment would be bought normally. Does that sound OK?
Range of covered by SM: Not sure what you mean here. Since the rules say to round SM up, a creature over 5 yards in height, up to 7 yards, would be SM +3. That'd be the range for SM +3, and the numbers come right off the Size Modifier Table on B19. Is there something else that should be added?
Thanks!
First of all: I think that
First of all: I think that you really ought to address both Books 1 and 2 (Scaling and Mobility) in this project. "The proportional strength of a spider" is too big of an issue to put off.
Other than that: 4e already has a system for this, which ought to be considered: HP can be calculated from mass (and then adjusted up or down by a percentage for structural issues);mass can be determined from SM (adjusting for build); and ST is directly proportional to HP.
Furthermore, GURPS Bio-Tech (for 4e) has comprehensive rules for the biological effects of scaling a creature up or down. Look that over before deciding what does or doesn't need to be addressed.
Re: First of all
First of all: I think that you really ought to address both Books 1 and 2 (Scaling and Mobility) in this project. "The proportional strength of a spider" is too big of an issue to put off.
Hello, Dataweaver! A bit like old times again. : )
In a full version, I think some level of the ST/mass rules could be added; they're good stuff.
For a super-short version, though, I think it can be ignored. It's my impression that while a lot of players would like a quick guide to building size and its most visible manifestation (strength) into characters, far fewer are concerned with detailed mobility effects.
Maybe a simple version – quick rules of thumb for adjusting DX for SM – would give the flavor, without requiring anything new for players to wrap their heads around?
Other than that: 4e already has a system for this, which ought to be considered: HP can be calculated from mass (and then adjusted up or down by a percentage for structural issues);mass can be determined from SM (adjusting for build); and ST is directly proportional to HP.
That's fine for reverse-engineering HP and ST for a creature of known mass. But how about building a new odd-sized creature? You can use base mass and then linear scale to set its final mass, and then work backward from that to get ST – but I think a quickie rule to instantly eyeball the creature's ST is what people want most. And that's as simple as "multiply base ST by linear scale", but unless I'm not seeing it, that's missing from print in the Basic Set.
Furthermore, GURPS Bio-Tech (for 4e) has comprehensive rules for the biological effects of scaling a creature up or down. Look that over before deciding what does or doesn't need to be addressed.
Good advice. I will definitely do that.
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