Difference between revisions of "Alternate pricing for Super ST"

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(Created page with "'''''GURPS Supers''''' introduced a new modifier for the ST attribute, called '''Super ST'''. This expanded on a modifier introduced in '''''GURPS Powers''''', '''Super Effort...")
 
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=Why an Alternate Pricing=
 
'''''GURPS Supers''''' introduced a new modifier for the ST attribute, called '''Super ST'''. This expanded on a modifier introduced in '''''GURPS Powers''''', '''Super Effort Lift'''. Both of these modifiers seek to solve the disconnect between the way GURPS handles ST and the way super-strong characters behave in comic books, by providing a discounted way to spend one FP per second for mighty feats of strength (catching a thrown car, holding up a collapsing building, etc). This is to make characters who are strong, but only do ''really super extra'' strong things at dramatic moments; supers who don't casually swat bad guys and explode them, and otherwise live in a World of Cardboard.
 
'''''GURPS Supers''''' introduced a new modifier for the ST attribute, called '''Super ST'''. This expanded on a modifier introduced in '''''GURPS Powers''''', '''Super Effort Lift'''. Both of these modifiers seek to solve the disconnect between the way GURPS handles ST and the way super-strong characters behave in comic books, by providing a discounted way to spend one FP per second for mighty feats of strength (catching a thrown car, holding up a collapsing building, etc). This is to make characters who are strong, but only do ''really super extra'' strong things at dramatic moments; supers who don't casually swat bad guys and explode them, and otherwise live in a World of Cardboard.
  
 
Super ST has a bit of a blip in it, in that it provides an exponential ST bonus for a linear price (which is great) but the first eight levels are actually more cost-inefficient than just buying ST that you can use all the time, without spending FP, and which comes with HP. The value of Costs FP is also a limitation that is a popular target for house rules - which value you use changes where that cross-over point of inefficiency is.
 
Super ST has a bit of a blip in it, in that it provides an exponential ST bonus for a linear price (which is great) but the first eight levels are actually more cost-inefficient than just buying ST that you can use all the time, without spending FP, and which comes with HP. The value of Costs FP is also a limitation that is a popular target for house rules - which value you use changes where that cross-over point of inefficiency is.
  
My solution is to charge for the first 8 (or whatever) levels as if you bought Super ST as its components via totally normal pricing schemes - after the breakpoint you switch to the RAW linear costs. This means that no matter how much Super ST a character buys, they ''are'' still getting a point break vs regular ST. With that in mind, here are four tables providing these point costs, for four different schemes for Cost 1 FP Per Second. I recommend treating Super ST as a hollistic advantage and applying power modifiers, the Size or Growth discount, the Cosmic modifier, and so forth, to the total price - this is somewhat multiplicative, but frankly Super-strong characters in GURPS need all the help they can get. It's also ''way'' simpler.
+
My solution is to charge for the first 8 (or whatever) levels as if you bought Super ST as its components via totally normal pricing schemes - after the breakpoint you switch to the RAW linear costs. This means that no matter how much Super ST a character buys, they ''are'' still getting a point break vs regular ST. With that in mind, here are three tables providing these point costs, for three different popular schemes for Cost 1 FP Per Second. I recommend treating Super ST as a hollistic advantage and applying power modifiers, the Size or Growth discount, the Cosmic modifier, and so forth, to the total price - this is somewhat multiplicative, but frankly Super-strong characters in GURPS need all the help they can get. It's also ''way'' simpler.
 +
 
 +
==Vanilla==
 +
This is for games using a price of -10% for "Costs 1 FP/Second" (the price from Basic Set).
 +
 
 +
{| {{table}}
 +
| align="center" style="background:#f0f0f0;"|'''ST'''
 +
| align="center" style="background:#f0f0f0;"|'''Cost'''
 +
|-
 +
|  +1/+3 || 24
 +
|-
 +
|  +2/+5 || 42
 +
|-
 +
|  +3/+7 || 59
 +
|-
 +
|  +4/+10 || 83
 +
|-
 +
|  +5/+15 || 122
 +
|-
 +
|  +6/+20 || 161
 +
|-
 +
|  +7/+30 || 236
 +
|-
 +
|  +8/+50 || 320
 +
|-
 +
|  +9/+70 || 360
 +
|-
 +
|  +10/+100 || 400
 +
|-
 +
|  ...+1 level || +40
 +
|-
 +
|}
 +
 
 +
==Rev. P. Kitty==
 +
This is for groups using [http://www.mygurps.com/index.php?p=i&a=1h&v=0#houserules Rev. P. Kitty's house rule] of "Costs 1 FP per second" for -40%. See link, rule number 5. Make sure to expand it for the full details.
 +
{| {{table}}
 +
| align="center" style="background:#f0f0f0;"|'''ST'''
 +
| align="center" style="background:#f0f0f0;"|'''Cost'''
 +
|-
 +
|  +1/+3 || 20
 +
|-
 +
|  +2/+5 || 34
 +
|-
 +
|  +3/+7 || 49
 +
|-
 +
|  +4/+10 || 69
 +
|-
 +
|  +5/+15 || 98
 +
|-
 +
|  +6/+20 || 127
 +
|-
 +
|  +7/+30 || 180
 +
|-
 +
|  +8/+50 || 282
 +
|-
 +
|  +9/+70 || 360
 +
|-
 +
|  +10/+100 || 400
 +
|-
 +
|  ...+1 level || +40
 +
|}
 +
 
 +
==GURPS AEON==
 +
This is for characters using the pricing scheme from [http://www.ravensnpennies.com/p/session-recaps.html Christopher R. Rice's GURPS AEON campaign], where "Costs 1 FP per second" costs -80%.
 +
{| {{table}}
 +
| align="center" style="background:#f0f0f0;"|'''ST'''
 +
| align="center" style="background:#f0f0f0;"|'''Cost'''
 +
|-
 +
|  +1/+3 || 13
 +
|-
 +
|  +2/+5 || 25
 +
|-
 +
|  +3/+7 || 36
 +
|-
 +
|  +4/+10 || 50
 +
|-
 +
|  +5/+15 || 66
 +
|-
 +
|  +6/+20 || 82
 +
|-
 +
|  +7/+30 || 107
 +
|-
 +
|  +8/+50 || 147
 +
|-
 +
|  +9/+70 || 188
 +
|-
 +
|  +10/+100 || 244
 +
|-
 +
|  +11/+150 || 332
 +
|-
 +
|  +12/+200 || 421
 +
|-
 +
|  +13/+300 || 520
 +
|-
 +
|  +14/+500 || 560
 +
|-
 +
|  ...+1 level || +40
 +
|}

Revision as of 16:45, 6 December 2016

Why an Alternate Pricing

GURPS Supers introduced a new modifier for the ST attribute, called Super ST. This expanded on a modifier introduced in GURPS Powers, Super Effort Lift. Both of these modifiers seek to solve the disconnect between the way GURPS handles ST and the way super-strong characters behave in comic books, by providing a discounted way to spend one FP per second for mighty feats of strength (catching a thrown car, holding up a collapsing building, etc). This is to make characters who are strong, but only do really super extra strong things at dramatic moments; supers who don't casually swat bad guys and explode them, and otherwise live in a World of Cardboard.

Super ST has a bit of a blip in it, in that it provides an exponential ST bonus for a linear price (which is great) but the first eight levels are actually more cost-inefficient than just buying ST that you can use all the time, without spending FP, and which comes with HP. The value of Costs FP is also a limitation that is a popular target for house rules - which value you use changes where that cross-over point of inefficiency is.

My solution is to charge for the first 8 (or whatever) levels as if you bought Super ST as its components via totally normal pricing schemes - after the breakpoint you switch to the RAW linear costs. This means that no matter how much Super ST a character buys, they are still getting a point break vs regular ST. With that in mind, here are three tables providing these point costs, for three different popular schemes for Cost 1 FP Per Second. I recommend treating Super ST as a hollistic advantage and applying power modifiers, the Size or Growth discount, the Cosmic modifier, and so forth, to the total price - this is somewhat multiplicative, but frankly Super-strong characters in GURPS need all the help they can get. It's also way simpler.

Vanilla

This is for games using a price of -10% for "Costs 1 FP/Second" (the price from Basic Set).

ST Cost
+1/+3 24
+2/+5 42
+3/+7 59
+4/+10 83
+5/+15 122
+6/+20 161
+7/+30 236
+8/+50 320
+9/+70 360
+10/+100 400
...+1 level +40

Rev. P. Kitty

This is for groups using Rev. P. Kitty's house rule of "Costs 1 FP per second" for -40%. See link, rule number 5. Make sure to expand it for the full details.

ST Cost
+1/+3 20
+2/+5 34
+3/+7 49
+4/+10 69
+5/+15 98
+6/+20 127
+7/+30 180
+8/+50 282
+9/+70 360
+10/+100 400
...+1 level +40

GURPS AEON

This is for characters using the pricing scheme from Christopher R. Rice's GURPS AEON campaign, where "Costs 1 FP per second" costs -80%.

ST Cost
+1/+3 13
+2/+5 25
+3/+7 36
+4/+10 50
+5/+15 66
+6/+20 82
+7/+30 107
+8/+50 147
+9/+70 188
+10/+100 244
+11/+150 332
+12/+200 421
+13/+300 520
+14/+500 560
...+1 level +40