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Changing How Strength Works

Posted: Sun Jan 13, 2013 4:50 pm
by Bill
Just a random thought that popped into my head; what if, instead of the overly broad categories that we're currently using (normal, augmented, robotic, supernatural) we apply a multiplier to normal strength? That would enable us to make the notation very simple ie 16 (x32) and increase the granularity of the system substantially. We could still use the decriptors robotic and supernatural to indicate fatigue categories, but the damage values and weight limits could be calculated much more easily.

Re: Changing How Strength Works

Posted: Mon Jan 14, 2013 2:40 pm
by The Dark Elf
Could just leave strength alone but have robots possess a high strength and supernatural creatures possess an even higher strength or something simple.

Re: Changing How Strength Works

Posted: Mon Jan 14, 2013 4:17 pm
by Chronicle
i say, give borgs full robotic str and eliminate one of the stepping stones

Re: Changing How Strength Works

Posted: Fri Jan 18, 2013 11:44 am
by Killer Cyborg
Bill wrote:Just a random thought that popped into my head; what if, instead of the overly broad categories that we're currently using (normal, augmented, robotic, supernatural) we apply a multiplier to normal strength? That would enable us to make the notation very simple ie 16 (x32) and increase the granularity of the system substantially. We could still use the decriptors robotic and supernatural to indicate fatigue categories, but the damage values and weight limits could be calculated much more easily.


Can you give some elaboration and examples?

Re: Changing How Strength Works

Posted: Sat Mar 30, 2013 11:04 am
by The Jack
I mentioned this in another thread, but here is our house rule for strength Rifts:

There are only two kinds, Regular (which includes augmented) and Supernatural /Robotic. The first category works the same as regular strength, including damage, fatigue and lifting.
Supernatural /Robotic uses the lifting rules for robotic. Damage bonus is +1/2 levels (as the P.P. bonuses) rather than +1/1, but the bonus is M.D. rather than S.D. Hand to hand damage is the same die role for the appropriate attack (e.g. a Karate kick does 2d6 and a Karate punch does 2d4) unless otherwise stated in the race/robot description.
This house rule play tests very well.

Bill, I would be leery that your system would leave Robotic and Supernatural strength doing too much damage per attack. The only way to sure, of course , is to play it and see. If you do so, please update us with how it turned out.