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Rules Nugget (GURPS): A Better Cost for ST

Caber toss

Intro: "What? Aren't we done now with ST cost?"

After bouncing from one hack to another in the treatment and pricing of ST, GURPS finally settled upon a happy solution in 4e. It all works fine; there's nothing outwardly broken to fix.

Yet the current scheme isn't without its quirks, namely the ever-decreasing relative return that each additional 10-point purchase of ST confers. For a 10-point purchase of +1 ST, a ST 1 rat gets +100% ST and +300% Basic Lift, a ST 10 human gets +10% ST and roughly +20% Basic Lift, and a ST 100 super gets +1% ST and about +2% Basic Lift.

While there's nothing wrong with that, one's tempted to tweak a bit more. That's where D. Weber offers an interesting alternate suggestion for ST cost. The scheme applies an ever-decreasing cost to every +1 ST that offsets the ever-decreasing relative return, and sets a nifty cost progression at the same time. It was a good idea when originally shoehorned into 3e's ST rules, and works even better under 4e.

The new ST cost progression

Apply a steadily-declining cost for ST that runs as follows:

ST 11-20: 10 pts/+1 ST
ST 21-30: 5 pts/+1 ST
ST 31-70: 2.5 pts/+1 ST
ST 71-100: 5pts/+3 ST (1.66 pts/+1 ST)
ST 101-200: 1 pt/+1 ST
ST 201-300: 1pt/+2 ST
ST 301-700: 2.5 pts/+10 ST (1 pt/+4 ST)
ST 701-1000: 5 pts/+30 ST (1 pt/+6 ST)
ST 1001-2000: 1 pt/+10 ST
ST 2001-3000: 1 pt/+20 ST

... and so on. Look carefully, and you'll see a neat pattern. What's neatest is that costs work out as follows:

ST 10 costs 0 pts
ST 15 costs 50 pts
ST 20 costs 100 pts
ST 30 costs 150 pts
ST 50 costs 200 pts
ST 70 costs 250 pts
ST 100 costs 300 pts

... and so on, where each jump in ST matches a level on the Size and Speed/Range table's progression and costs a flat 50 points. Those 50 points multiply ST by rougly 1.5, and Basic Lift by roughly 2. Meanwhile, every flat 300 points multiplies ST by 10, and Basic Lift by 100.

Applying the cost

ST for big creatures

What's useful under this scheme is the ease of buying ST for large creatures. As laid out in GULLIVER Mini, the way you want to scale ST with size in GURPS 4e is to multiply a human-sized ST score by the creature's height multiple (i.e., the multiple of its SM's "yards" to SM 0's two yards).

Under the above cost scheme, all you need to do is start with some appropriate ST for a SM 0 creature, and buy another 50 points per +1 SM.

Example: You want a ST 10 human scaled up to SM +3. Cost of ST? 50 points x 3 = 150 points. That gets you ST 30.

Starting ST doesn't need to be 10:

Example: Try the above with a starting ST of 13 (which is more reasonable anyway for a Giant). For SM +3's height multiple of x3, you want a final ST of 13 x 3 = 39, which the progression says will cost 172.5 points.

Alternately, you can pay the 30 points you'd pay for ST 13, then 50 points x 3 = 150 points for the SM, for a total of 180 points.

As in the example, the costs can turn out different depending on the exact ST bought. But the difference is small, and the latter method is certainly an easy way to build ST into a creature.

ST for supers

The other obvious change is the reduced cost of high ST in superhero games, that charming genre in which "You can lift 100 tons? Pshaw, I can throw that much" is just part of the conversation.

Here, a super pays only 300 points for ST 100, with 10 times the ST and 100 times the lifting power of a normal human, instead of the 900 points that Basic Set would charge. Whether that lower cost is good or not is of course up to you, but I think many super-game GMs would like it.

And if 300 points gets you the lifting power of 100 humans, then 600 points gets you the power of 10,000, and 900 points the power of 1,000,000, and so on... The possibilities make me giddy.

One cost to fit them all

The new suggested ST cost replaces the ST cost reduction that 4e offers for large creatures. It also replaces any special rules that the game may offer for supers' ST. Don't use any special ST cost reductions with this rule; it's one cost to fit them all, whether super, Giant, or old-fashioned steel-thewn barbarian.

(Again, whether or not this is a good thing is up to you. I myself don't like any sort of discriminatory pricing schemes, such as 10 points to add +1 ST to a super, but 2 points (10 - 80%) to add the same to a SM +8 monster. I'm happy to see those differences disappear.)

Low ST

The above scheme doesn't apply to ST under 10. That's not a flaw in the scheme; there's just no single formula possible that would provide happy results for both superhuman and subhuman ST. For low ST, stick with a simple -10 pts per -1 ST.

Status

I noted long ago that the scheme would work much better under "Quad ST" than under 3e's handling of ST. That's precisely what 4e now brings us, so it should work spiffily. Let's make sure of that, though. Test it with intent to break!

Conclusion

Very interesting stuff; my thanks again to Mr Weber. Try out the suggestion the next time you need to bulk up a super or monster!

Average: 4.8 (5 votes)

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Esteemed Visitor's picture

A Better Cost for ST

I'm curious how you would price extra (or reduced) HP when using this scheme.

Bayle's picture

amWhqTvGJGLMf

I never thought I would find such an everyday topic so enthrlialng!

tbone's picture

Pricing HP

A fine question. Using 4e, we'd have to assume that ST bought under this scheme would also includes HP. So to buy HP only, the easy solution would be to use 1/5 the cost of ST.

As ST gets high and the cost gets low, 1/5 cost gets into some wee fractions. But that won't be a problem, as no one cares about, say, an extra +1 HP for some house-sized monster or Thor-like super; rather, you'd buy added HP in mass quantities. So at ST 2001, where a mere 1 pt buys you +20 ST, you could instead spend that 1 pt on +100 HP. It sounds ridiculously cheap, but it adds a mere one-twentieth to your existing massive HP total - just as the same 1 pt for a ST 10 PC would add one-twentieth existing HP total (a theoretical half-point of HP).

I don't see any problems with the scheme; let me know if I'm missing something.

Douglas Cole's picture

Re: Rules Nugget (GURPS): A Better Cost for ST

This makes nine kinds of sense to me. ST has always been, and still really is, the odd man out for the four basic stats. This at least normalizes the utility of the points spent.

the odd thing about ST is the quantum of ST is one point of swing damage. Another way to do ST might be to change, well, a lot of secondary things, but make the basic quantum of ST one point of thrust damage, and then you have leverage multipliers or ST adders (same basic thing) for sw damage.

anyway, looking at it this way, ST is really more of an Advantage than a STAT...which leaves the question of what replaces it. Will would be a good one.

At the risk of a major digression, my thought for a complete and orthogonal basis set for stats would be Mental, Physical, Spiritual x Power, Endurance, and Control. Or maybe even Mental, Physical, Emotional, Supernatural would be better, since Emotional Power might be "Charisma," Emotional Control would be some sort of Fright Check resistance, and Emotional Endurance...um. Well, it's a work in progress.

More on that, perhaps, later, but I like the ST progression.

tbone's picture

Re: Rules Nugget (GURPS): A Better Cost for ST

It is a nifty progression, isn't it. Aesthetically, it's too bad that it can't also hold for ST under 10 – but that leads right into your point about ST not fitting well into the "10-based attribute" mold to begin with. No matter how you try to wedge it into that hole, something pops out.

I don't know about GURPS, but for some games, ST as a base-0 log stat would be very nice. Infinitely scalable to any huge or puny creature, with each +/-1 representing a meaningful jump at every point along the way. It'd also become properly useable in Contests. In fact, this may work nicely in GURPS too, as long as the damage-to-ST relationship is squared away with things. After all, we already have SM as a 0-based log stat.

Re the broader set of PC stats: The 3x3 setup you describe sounds good; I think it figures into a lot of homemade designs (and maybe some shipping games too? Did DC Heroes have something like that?)

For my own homemade efforts, I (with some reservation) decided to use whatever's needed and not worry about any sort of matrix. Useful traits include the pretty typical Strength, Agility (which is simply coordination, not some mixture of that plus speed), Intelligence, and Health, plus Command (influence and will) and Instinct (non-intellectual perception, reaction speed, etc.) Then again, I'm not drawing any hard lines between attribute and non-attribute, so on top of that, add in Size, Weight, specific Skills, etc. - they're all "traits" and all define the character!

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