Strength and Damage in Rifts!!

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Strength and Damage in Rifts!!

Unread post by Riftdevil »

Sorry if this has been covered many times, but did the game designers really mean to make a human teenager with a 10 strength do the same damage with a Rune Sword (1d4x10 MD) as a godling with a supernatural strength of 40!?!? Can't wrap my head around it! :x

Example old rules (GMG):

Teenager hits with rune sword - damage 1d4x10 MD
Godling hits with rune sword - damage 1d4x10 + 25 MD (I think the rules at one point were 1d4x10 + 5d6 + 25 MD)

New Rules:

is it:
Scenario 1 (should be this one and will be for my house rules)

Teenager hits with rune sword - damage 1d4x10 MD
Godling hits with rune sword - damage 1d4x10 + 25 MD

or

Scenario 2

Teenager hits with rune sword - damage 1d4x10 MD
Godling hits with rune sword - damage 1d4x10 MD

Other problems with strength include robotic strength and augmented strength do the same damage with that rune sword as the 10 strength teenager!!!

Any good house rules for differences between Supernatural, Robotic, Augmented and Normal strength?

Thanks in advance!

WIsh I could play of run, I haven't played in years! I'm asking the questions cause I'm a geek and creating a campaign anyway!! :lol:
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Re: Strength and Damage in Rifts!!

Unread post by Carl Gleba »

A godling also has supernatural strength. So add the SNS punch damage to that of the sword. So a SNS PS of 30 does 3D6 M.D. So damage would be 1D4x10 + 3D6 M.D.
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Re: Strength and Damage in Rifts!!

Unread post by Jorel »

Needs a better example.
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Re: Strength and Damage in Rifts!!

Unread post by TechnoGothic »

Riftdevil wrote: Sorry if this has been covered many times, but did the game designers really mean to make a human teenager with a 10 strength do the same damage with a Rune Sword (1d4x10 MD) as a godling with a supernatural strength of 40!?!? Can't wrap my head around it! :x

Example old rules (GMG):

Teenager hits with rune sword - damage 1d4x10 MD
Godling hits with rune sword - damage 1d4x10 + 25 MD (I think the rules at one point were 1d4x10 + 5d6 + 25 MD)

New Rules:

is it:
Scenario 1 (should be this one and will be for my house rules)

Teenager hits with rune sword - damage 1d4x10 MD
Godling hits with rune sword - damage 1d4x10 + 25 MD

or

Scenario 2

Teenager hits with rune sword - damage 1d4x10 MD
Godling hits with rune sword - damage 1d4x10 MD

Other problems with strength include robotic strength and augmented strength do the same damage with that rune sword as the 10 strength teenager!!!

Any good house rules for differences between Supernatural, Robotic, Augmented and Normal strength?

Thanks in advance!

WIsh I could play of run, I haven't played in years! I'm asking the questions cause I'm a geek and creating a campaign anyway!!
:lol:


Drop the +25. You Never get +25 like you are saying.
That +25 is a SDC Strength Bonus only. Which is never factored into MD-level damages.

Rune Sword = 1d4x10 MD... Cool
Supernatural PS 40 = 5d6 MD (never gets a PS damage bonus).

Character using Rune Sword with Supernatural PS
Old way = 5d6md + 1d4x10md = Total
New way (gmg/rue) = Whichever PS or Weapon that does greater damage. Dont add together.
Why did they change the rule ? who know. It makes since for Normal Human PS, but not for strengths that can inflict md already. If the character can deal md already, i say combine Punch damage and weapon damage as the old method used to do it.
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Re: Strength and Damage in Rifts!!

Unread post by Mercdog »

Riftdevil wrote:Sorry if this has been covered many times, but did the game designers really mean to make a human teenager with a 10 strength do the same damage with a Rune Sword (1d4x10 MD) as a godling with a supernatural strength of 40!?!? Can't wrap my head around it! :x

Example old rules (GMG):

Teenager hits with rune sword - damage 1d4x10 MD
Godling hits with rune sword - damage 1d4x10 + 25 MD (I think the rules at one point were 1d4x10 + 5d6 + 25 MD)

New Rules:

is it:
Scenario 1 (should be this one and will be for my house rules)

Teenager hits with rune sword - damage 1d4x10 MD
Godling hits with rune sword - damage 1d4x10 + 25 MD

or

Scenario 2

Teenager hits with rune sword - damage 1d4x10 MD
Godling hits with rune sword - damage 1d4x10 MD

Other problems with strength include robotic strength and augmented strength do the same damage with that rune sword as the 10 strength teenager!!!

Any good house rules for differences between Supernatural, Robotic, Augmented and Normal strength?

Thanks in advance!

WIsh I could play of run, I haven't played in years! I'm asking the questions cause I'm a geek and creating a campaign anyway!!
:lol:


In my games it's the weapon damage + the Supernatural/Robotic Punch damage or the weapon damage + the P.S. attribute bonus, whichever has the highest damage potential. This typically means that for creatures with Supernatural P.S., the Punch damage is added, while for everyone else, the P.S. attribute bonus is added.
The Supernatural punch damage is NEVER combined with the P.S. Attribute bonus except for a very rare case like Thor's hammer and belt. (Though I have been toying with the idea of allowing it for gargantuan creatures at least 50+ feet tall or so to reflect their great mass.)

So, at least in my games, the damages would be;
Teenager with P.S. 10: 1D4x10 + nothing.
Godling with P.S. 40: 1D4x10 + 5D6
(and Robot with P.S. 30: 1D4x10 + 15.)
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Re: Strength and Damage in Rifts!!

Unread post by Riftdevil »

Thanks everyone! I think I'll use the Weapon damage plus punch damage (if MD) as it takes into account the different levels of strength!!! If a designer reads this post I'd still like to know why the change!!??
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Re: Strength and Damage in Rifts!!

Unread post by Killer Cyborg »

Riftdevil wrote:Thanks everyone! I think I'll use the Weapon damage plus punch damage (if MD) as it takes into account the different levels of strength!!! If a designer reads this post I'd still like to know why the change!!??


It wasn't exactly a change.
No books ever printed the rule that all Mega-Damage melee weapons stack with Supernatural Punch damage; that was something intuited by people after World Book 5 came out, due to Gargoyle melee weapons behaving that way.
When the general rule was addressed, though, it worked the same way as it does for SDC: weapon damage and punch damage doesn't stack.
For example, your punch damage is probably 1d4 SDC, and the damage for your knife might be 1d6 SDC, but the damage for holding a knife in your fist and stabbing somebody is NEVER 1d4+1d6 SDC.
This doesn't change on the mega-damage level, except for certain weapons which explicitly state that punch damage stacks with them (and, IIRC, as of RUE, claw weapons).

You can argue that it doesn't make any sense for somebody who can lift a bus to do the same damage with a vibro-sword as somebody who can only lift 30 lbs, but that misses a very important factor:
Supernatural PS does not make sense to begin with.

A person with Supernatural Strength inflicts mega-damage even when somebody just as strong or stronger with normal strength would not.
A normal human that can lift a couple thousand pounds inflicts 100x less than a demon that can only lift a few hundred pounds.
Why?
The only reason given is that supernatural PS breaks the laws of physics, and that reason applies no more and no less well to the question of MD weapons and PS damage.

If you can accept that critters with Supernatural PS inflict MD with their punches when they shouldn't, you should accept that they don't hit harder with melee weapons when they should.
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Re: Strength and Damage in Rifts!!

Unread post by cchopps »

Mercdog wrote:So, at least in my games, the damages would be;
Teenager with P.S. 10: 1D4x10 + nothing.
Godling with P.S. 40: 1D4x10 + 5D6
(and Robot with P.S. 30: 1D4x10 + 15.)


The problem with this system is that when you compare the equivalent Robotic and Supernatural strength, the Robot is almost always going to do more damage.

If Robotic 40 is +25
5D6 is 5 - 30 with an average of +19.5

Sure a Robotic of 40 is rare so...

Robotic 30 is +15
Supernatural 30 is 3D6, so 3 - 18 with an average of +10.5.

Maybe switch it and go with Robotic PS adding their hand to hand damage and Supernatural adding +MD using the PS chart.

Robotic 30 is +1D6 so 1 - 6 with an average of +3.5
Supernatural 30 is +15

Robotic 40 is +2D6 so 2 - 12 with an average of +7
Supernatural 40 is +25

Wow, I like it!

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Re: Strength and Damage in Rifts!!

Unread post by Killer Cyborg »

Emperor Ryu wrote:
Killer Cyborg wrote:No books ever printed the rule that all Mega-Damage melee weapons stack with Supernatural Punch damage; that was something intuited by people after World Book 5 came out, due to Gargoyle melee weapons behaving that way.


Actually, it was sort of covered in Sourcebook 1, in the Q&A section. But it was answered from an S.D.C. view, and not a supernatural one. And the answer did say that the normal P.S. level bonus does apply to S.D. melee weapons, just not to M.D. melee weapons.

It also mentions the M.D. bonus from power armors, bionics, and robots is added to the M.D. total inflicted by M.D.C. weapons like the vibro-weapons and hand-to-hand combat.


And nowhere in any of that did it mention anything about Supernatural Punch damage being added to melee weapons.

Supernatural PS didn't even inflict MD when SB1 came out.
Which is why I said that it was something that was intuited after World Book 5 came out, and didn't bother to cover the stuff from SB1: it wasn't relevant.
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Re: Strength and Damage in Rifts!!

Unread post by keir451 »

Riftdevil wrote:Sorry if this has been covered many times, but did the game designers really mean to make a human teenager with a 10 strength do the same damage with a Rune Sword (1d4x10 MD) as a godling with a supernatural strength of 40!?!? Can't wrap my head around it! :x

Example old rules (GMG):

Teenager hits with rune sword - damage 1d4x10 MD
Godling hits with rune sword - damage 1d4x10 + 25 MD (I think the rules at one point were 1d4x10 + 5d6 + 25 MD)

New Rules:

is it:
Scenario 1 (should be this one and will be for my house rules)

Teenager hits with rune sword - damage 1d4x10 MD
Godling hits with rune sword - damage 1d4x10 + 25 MD

or

Scenario 2

Teenager hits with rune sword - damage 1d4x10 MD
Godling hits with rune sword - damage 1d4x10 MD

Other problems with strength include robotic strength and augmented strength do the same damage with that rune sword as the 10 strength teenager!!!

Any good house rules for differences between Supernatural, Robotic, Augmented and Normal strength?

Thanks in advance!

WIsh I could play of run, I haven't played in years! I'm asking the questions cause I'm a geek and creating a campaign anyway!! :lol:

I drop the stupid punch damage rule, you're not punching w/ that Rune Sword now are you, and add the Punch damage. Why? Because it is NOT SDC, it's MDC. So when your 10 strength teenager swings that Rune Sword he'll do the swords damage (1d4 x10), whena Sea Titan(or other SN being) swings that Rune Sword they'll do the sword's damage plus the Strength damage. The same applies to Augmented stregth and Robotic strength.
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Re: Strength and Damage in Rifts!!

Unread post by The Baron of chaos »

I ponderated and thought about this argument for a while, as this is becoming quite a regular thread on this board.
And now with calm i try to make up some sort of semi-decent opinion(answer?) about this problem.

keir451 wrote:I drop the stupid punch damage rule, you're not punching w/ that Rune Sword now are you, and add the Punch damage. Why? Because it is NOT SDC, it's MDC. So when your 10 strength teenager swings that Rune Sword he'll do the swords damage (1d4 x10), whena Sea Titan(or other SN being) swings that Rune Sword they'll do the sword's damage plus the Strength damage. The same applies to Augmented stregth and Robotic strength.


My opinion about the new rules about Melee megadamage in RUE are ambivalent. I don't think is a completely wrong concept, as learning a bit about melee wepaon, you understand that is how they work. They transmit strenght of the wielder. Plain and simple.
BUT!
Is an incomplete idea tha toculd work only if we tak in accoudnt he difference between the melee weapons.
because there is a difference. Melee weapons(also natural weapons) have various specific shapes for very specific reasons. Why claw are curved instead of being straight forward? Why a blade is a blade and a mace is a mace?ù
Reason are like those:
Edged/pointed weapon like Blades or SPears Transmit the user strength focusing on the thin surface. This is good for realitve weak user, as their strenght is focuse on a small surface. This increase the penetration value of the attack. That's why you cut(an head) wiht a blade and not with blunt weapon.
Blunt weapons like warhammers, spiked maces and short staves, instead, are more primitive(no surprise since was the first weapon used) relying on the strength and the mass/density to do damage. This is where stronger person could take advantage, as being stornger means they can wield with skills HEAVIER blunt weapons, doing more damage(at some point you essentially throw the equivalen of an anvil at your opponents). the advantag eother than greater damage is that being a storng kinetic damage has more chance to cause injury thorugh body armors.
Spears and long staves have another advnatage that is their length, allowing a greater range for hit.

In S.D.C. setting this would be hard to translate, but still easier to do than in Megadamage setting.
Because here we don't get the luxury of an Armor Rating(even if A.R. has its own share of flaws). Penetration in M.D.C. setting ALWAYS translate in extra damage. And There is not rules about if and how a sharp tough object should penetrate a M.D.C. armor .
So addint supernatural PS to melee weapon damage? Is a way to solve the problem, in a SIMPLE and FAST way.That could not fit with SDC rules, but sincerely you've to admit that no Megadamage related rule fit those, at all.
Or you could use my peronsal rules, result of ****** hours thinking about the problem. They are not perfect, and I doubt they are fast, but is another way to look at the problem

Edged weapon:
Normally we go critical strike. Generally on a natural 20, lower if you had an HtH skill at high level. You roll if and BAM double damage!
This for normal stregth.
Inhuman level of strength and edged weapons combined can work, well, differently. Since the blades and spears focus on so much smaller surface the immense strength behind they increase the chances of critical strike as follow.
Augmented Strength: only on an Megadamage worthy power punch and only with a PS of 31 or better add a +1 to strike roll, ONLY for the purpose of a "Natural" critical strike and nothing else(so a roll of 19 is now a natural 20).
Robotic Strength: +1 strike rolls on normal punch, +2 to strike roll on a power punch with a PS of 26 or better(same as above , so on a power punch a 18 is considered a natural 20)
Supernatural Strenght: +2 to strike rolls on normal punch and power punch on PS of 16 or better. But Power Punch critical strike add 50% more damage (so a natural 18 on a power punch that does 20 megadamage will do 50 megadamage and not 40 as critical strike)

Blunt weapons
Blunt weapons work in simpler manner. The heavier they are, the more damage they do.
Blunt weapons add +1d4 megadamage per 100lbs of weight.(same as telekinesis)
Supernatural Strong monster, when using a blunt weapon goes for something FREAKING heavy and big.
Also on a Critical strike the blunt weapon work lot like an heavy boulder falling onto you. Essentially some damage pass through the armor: 1d4 points of SDC are suffered for each 20 points of damage. So on a critical strike doing 50 Megadamage, inflict to a coalition soldier in full armor, 2d4 point of SDC damage. Given soldiers have larger amount of SDC is not likely to be deadly, still hurt.
Megadamage being suffer only 1 point of Megadamage per 10 point of damage, if wearing armor.
In both case there is the same chance of being stunned as a fall (01-40%) +10% if the damage exceed 40 Megadamage in one blow.

Energy Fields
Energy fields are somethign people do not think when thinking about Melee megadamage . Vibro Weapons, TW flaming sword and other similar weapon do megadamage thank to the energy field transmitted along the weapon(these fields generally need a focused surface, an edge, in order to be more intense like a soldering torch). The strenght behind the weapon means little, as is the fields that do all the work.
But these weapon, dislike pure energy weapons like Psi-Swords, have a physical mass behind.
And when used by Supernatural Strong creature, like a Broadkill just to name one that absolutely LOVE vibroblades, there is the fact that the Strength alone combined with the blades will do megadamage. At that point the field DO add some damage, as is like the Supernatural strong being has his hand wrapped in the energy field.
The Bonus damage is minimal +1d6+3(derived form Aliens Unlimited), but present.

Giant Weapons
Giant weapons add +1d6 damage for being, well giant
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Re: Strength and Damage in Rifts!!

Unread post by Daeglan »

Heres the problem as I see it.

Why the hell do we have Robotic Strength, Supernatural Strength, and normal Strength? Thats retarded. Why 3 different scales. It should be

1-24=normal
25-x Supernatural
x-100 Robot.
Or something along those lines.

Then we wouldn't need to make these kludgey systems for 3 types of strengths.
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Re: Strength and Damage in Rifts!!

Unread post by Jorel »

Pretty sure Robot and Supernatural should be reversed on the above scale. Robots are still made of natural materials. Supernatural implies it is above/better than that. A god should realistically (hah!) crush a robot.
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Re: Strength and Damage in Rifts!!

Unread post by Daeglan »

Jorel wrote:Pretty sure Robot and Supernatural should be reversed on the above scale. Robots are still made of natural materials. Supernatural implies it is above/better than that. A god should realistically (hah!) crush a robot.


Perhaps. doesn't really matter. :) My point is we should have ones scale.
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Re: Strength and Damage in Rifts!!

Unread post by Jorel »

It might not matter to you, or for the use of your scale, but to me it is a big distinction, though I agree about having it as 1 scale and not 3 or 4 or whatever it is now.
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Re: Strength and Damage in Rifts!!

Unread post by Daeglan »

Jorel wrote:It might not matter to you, or for the use of your scale, but to me it is a big distinction, though I agree about having it as 1 scale and not 3 or 4 or whatever it is now.


My point was that the order does not matter just make it one scale. treat the whole scale the way it is handled under SDC where a punch does X damage and adds Y damage to melee weapons. When the scale changed your punch to MDC it adds MDC damage to MDC melee weapons and SDC weapons potentially break when you use them full strength.
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Re: Strength and Damage in Rifts!!

Unread post by Mercdog »

cchopps wrote:
Mercdog wrote:So, at least in my games, the damages would be;
Teenager with P.S. 10: 1D4x10 + nothing.
Godling with P.S. 40: 1D4x10 + 5D6
(and Robot with P.S. 30: 1D4x10 + 15.)


The problem with this system is that when you compare the equivalent Robotic and Supernatural strength, the Robot is almost always going to do more damage.

If Robotic 40 is +25
5D6 is 5 - 30 with an average of +19.5

Sure a Robotic of 40 is rare so...

Robotic 30 is +15
Supernatural 30 is 3D6, so 3 - 18 with an average of +10.5.

Maybe switch it and go with Robotic PS adding their hand to hand damage and Supernatural adding +MD using the PS chart.

Robotic 30 is +1D6 so 1 - 6 with an average of +3.5
Supernatural 30 is +15

Robotic 40 is +2D6 so 2 - 12 with an average of +7
Supernatural 40 is +25

Wow, I like it!

C. Chopps


That way could work too.

My only response to robots having a greater base damage in these situations is that they (and other MD weapons) are supposed to be these great equalizers that give mankind an edge against their monstous/supernatural enemies.
I have a greater problem with my system in that a human and a robot both with P.S. 30 armed with MD capable weapons would inflict the same Weapon+15 damage. However, if you take the weapon out of the scenario, the human suddenly becomes vastly outclassed in hand to hand against any opponent that can inflict MD with a punch, so I don't find it too unbalancing.

I must say that I would be all in favor of dropping the weapon + Robotic/SN Punch altogether in favor of simply adding the P.S. bonus to weapon damage in all cases. It would make things much simpler if the bonus was just used as a modifier to all types of damage, S.D.C. and M.D.C. rather than having to make some kind of distinction between the two.
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Re: Strength and Damage in Rifts!!

Unread post by The Baron of chaos »

Max™ wrote:Btw, Baron, I agree of course (I said basically the same thing), and am stealing your edged+uber PS=better crits idea, ha ha!


Thanks. And don't worry. I posted here for that reason. And sincerely I think is the only reasonable thing to do in Rifts setting. After all Armor Piercing Rockets have better critical too

Oh one side note:
Energy Fields & Energy Weapons: The Peculiarity of these weapons is also that dislike kinetic energy that is directed and generally istantaneous, they tend to last longer, working more like a superheated chainsaw made of hate and pain.
In the few palladium books where this is addressed is always stated that parrying or get parried by this weapon ALWAYS cause some damage, unless parryed by another energy field or unbreakable weapon(like rune weapon or kisentite ones). In Aliens unlimited it state that Vibro-weapons do 25% of their damage to whatever parry or is parried by them, whie pure energy weapons(like psi-swords) inflict 50% of their damage. Note that pure energy weapons do not add enjoy any sort of PS bonus as they are not solid, nor can they actually parry most physical attacks(unless they destroy them). Psi-sword seem to have a small telekinetic component that allow them to parry normal physical attacks.


Jorel wrote:Pretty sure Robot and Supernatural should be reversed on the above scale. Robots are still made of natural materials. Supernatural implies it is above/better than that. A god should realistically (hah!) crush a robot.


Ya know all this talking made me slaightly upset about how NO ONE, is quoting HU, where the differences between the three typologies of strength are made more clear and definite(welll if we exclude the fact that there is not an official damage table for Superhuman PS...grumble). At least the three type of super strength do have different lifting values. More than just 50lbs per PS point. I think they avoided it in Rifts setting to prevent monster using UAR Rbots as clubbing weapons. A shame considering is a setting where people throw small spheres of antimatter Kamehameha-style while dodging volleys of nuclear missiles on regular basis.
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Re: Strength and Damage in Rifts!!

Unread post by Killer Cyborg »

Emperor Ryu wrote:But here is the thing, Power Armors, and Robots are designed to go toe-to-toe with Supernatural Beings, right? Won't that indicate that supernatural P.S. apply the same way?


No.
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Re: Strength and Damage in Rifts!!

Unread post by Killer Cyborg »

Jorel wrote:Pretty sure Robot and Supernatural should be reversed on the above scale. Robots are still made of natural materials. Supernatural implies it is above/better than that. A god should realistically (hah!) crush a robot.


I think that the only distinctive thing about supernatural PS should be that you don't have to have the muscles (or servo-motors) in order to have the strength.
A normal human can lift weights, bulk up, and get a PS of 30.
A Supernatural critter may be scrawny and emaciated, but his PS is magically enhanced to be PS 30.

But nobody asked me. ;)
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Re: Strength and Damage in Rifts!!

Unread post by Killer Cyborg »

Daeglan wrote: just make it one scale.


Yup.
I've been saying that for a couple of decades now.
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Re: Strength and Damage in Rifts!!

Unread post by Damian Magecraft »

Killer Cyborg wrote:
Daeglan wrote: just make it one scale.


Yup.
I've been saying that for a couple of decades now.

would'nt that require that some PS stats hit some fairly high (if not unwieldy) numbers? IE a supernatural PS could be in the triple digit range or greater?
I think the Tier system could work...
it needs severe tweaking But I still think it could work.
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Re: Strength and Damage in Rifts!!

Unread post by Supergyro »

Killer Cyborg wrote:Supernatural PS does not make sense to begin with.


hear hear!!

It hit me when I realized that a creature with a supernatural strength of 30 can lift more, carry more, throw farther, and punch harder than a creature with a normal strength of 30... and in some cases by more than an order of magnitude.

Despite the two things having the same 'stat', two 'strengths of 30' have nothing in common... and yet if you use any sort of 'strength check' mechanic, the normal guy has a 50/50 chance of beating the supernatural guy at arm wrestling.

"Supernatural strength" functions a lot more like 'Mega-strength', except when it doesn't. Only *some* of the gargoyle weapons add strength, some of them don't, and it's kind of wibbly wobbley as to what does or doesn't... This really was something that should have been cleared up in RUE, but instead they added a layer of complication with robotic strength.

I love Rifts, I really do, but when the rules are unclear about how much damage something does when it hits something else with a sword, there's a problem.
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Re: Strength and Damage in Rifts!!

Unread post by Daeglan »

Damian Magecraft wrote:
Killer Cyborg wrote:
Daeglan wrote: just make it one scale.


Yup.
I've been saying that for a couple of decades now.

would'nt that require that some PS stats hit some fairly high (if not unwieldy) numbers? IE a supernatural PS could be in the triple digit range or greater?
I think the Tier system could work...
it needs severe tweaking But I still think it could work.



Nope. You just make it scale logarithmically
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Re: Strength and Damage in Rifts!!

Unread post by Killer Cyborg »

Damian Magecraft wrote:
Killer Cyborg wrote:
Daeglan wrote: just make it one scale.


Yup.
I've been saying that for a couple of decades now.

would'nt that require that some PS stats hit some fairly high (if not unwieldy) numbers? IE a supernatural PS could be in the triple digit range or greater?


They should be high.
Would it be unwieldy?
Less so than the current mess.

The first thing to do would be to come up with a general damage table for normal strength instead of the +x damage bonus, as they did with Supernatural Strength.
Robotic and Supernatural PS should be in hundreds.

Instead of a PS of 3d6 to start, a supernatural creature or robot would have a PS of 3d6x100.

Make the basic strength damage tables run 1-99, at which point the table repeats x100.
A person with PS of 100 punches for 100x the damage of somebody with PS of 1.
A person with PS of 1000 punches for 100x the damage of somebody with PS of 10.
And so on.

Something like:

PS 1-5 = 1 SDC
6-10 = 1d4
11-15 = 1d6
16-20 = 2d4
21-25 = 2d6
26-30 = 4d4
31-35 = 3d6
36-40 = 1d4x5
41-45 = 4d6
46-50 = 5d6
51-55 = 4d8
56-60 = 6d6
61-65 = 1d4x10
66-70 = 7d6
71-75 = 8d6
76-80 = 9d6
81-85 = 1d6x10
86-90 = 2d4x10
90-99 = 2d4x10+10
100-599 = 1 MD
600-1999= 1d4 MD
1100-1599 = 1d6 MD
1600-2999 = 2d4 MD
2100-2599 = 2d6 MD
2600-3999 = 4d4 MD
3100-3599 = 3d6 MD
3600-4999 = 1d4x5 MD
4100-4599 = 4d6 MD
4600-5999 = 5d6 MD
5100-5599 = 4d8 MD
5600-6999 = 6d6 MD
6100-6599 = 1d4x10 MD
6600-7999 = 7d6 MD
7100-7599 = 8d6 MD
7600-8999 = 9d6 MD
8100-8599 = 1d6x10 MD
8600-8999 = 2d4x10 MD
9000-9999 = 2d4x10+10 MD

Drop the different carrying rates, and make it all x10. So a character with PS 10 can carry 100 lbs, a character with PS 100 can carry 1000 lbs, and a character with PS 9999 can lift 99990 lbs.

You'll probably think that the 3-4 digit numbers are too much, but you can just abbreviate it as "Superhuman Strength" or whatever and divide by 100.
So PS 500 = Superhuman PS 5.
That makes two categories of strength, but at least now there's a coherent relationship between them.

And you can add in a 3rd tier (God Strength) if you want that works the same way. And a 4th (Titan Strength), if you want to get really extreme.
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Re: Strength and Damage in Rifts!!

Unread post by Daeglan »

Killer Cyborg wrote:
Damian Magecraft wrote:
Killer Cyborg wrote:
Daeglan wrote: just make it one scale.


Yup.
I've been saying that for a couple of decades now.

would'nt that require that some PS stats hit some fairly high (if not unwieldy) numbers? IE a supernatural PS could be in the triple digit range or greater?


They should be high.
Would it be unwieldy?
Less so than the current mess.

The first thing to do would be to come up with a general damage table for normal strength instead of the +x damage bonus, as they did with Supernatural Strength.
Robotic and Supernatural PS should be in hundreds.

Instead of a PS of 3d6 to start, a supernatural creature or robot would have a PS of 3d6x100.

Make the basic strength damage tables run 1-99, at which point the table repeats x100.
A person with PS of 100 punches for 100x the damage of somebody with PS of 1.
A person with PS of 1000 punches for 100x the damage of somebody with PS of 10.
And so on.

Something like:

PS 1-5 = 1 SDC
6-10 = 1d4
11-15 = 1d6
16-20 = 2d4
21-25 = 2d6
26-30 = 4d4
31-35 = 3d6
36-40 = 1d4x5
41-45 = 4d6
46-50 = 5d6
51-55 = 4d8
56-60 = 6d6
61-65 = 1d4x10
66-70 = 7d6
71-75 = 8d6
76-80 = 9d6
81-85 = 1d6x10
86-90 = 2d4x10
90-99 = 2d4x10+10
100-599 = 1 MD
600-1999= 1d4 MD
1100-1599 = 1d6 MD
1600-2999 = 2d4 MD
2100-2599 = 2d6 MD
2600-3999 = 4d4 MD
3100-3599 = 3d6 MD
3600-4999 = 1d4x5 MD
4100-4599 = 4d6 MD
4600-5999 = 5d6 MD
5100-5599 = 4d8 MD
5600-6999 = 6d6 MD
6100-6599 = 1d4x10 MD
6600-7999 = 7d6 MD
7100-7599 = 8d6 MD
7600-8999 = 9d6 MD
8100-8599 = 1d6x10 MD
8600-8999 = 2d4x10 MD
9000-9999 = 2d4x10+10 MD

Drop the different carrying rates, and make it all x10. So a character with PS 10 can carry 100 lbs, a character with PS 100 can carry 1000 lbs, and a character with PS 9999 can lift 99990 lbs.

You'll probably think that the 3-4 digit numbers are too much, but you can just abbreviate it as "Superhuman Strength" or whatever and divide by 100.
So PS 500 = Superhuman PS 5.
That makes two categories of strength, but at least now there's a coherent relationship between them.

And you can add in a 3rd tier (God Strength) if you want that works the same way. And a 4th (Titan Strength), if you want to get really extreme.


I wouldn't drop the +x I would just use the +x as the bonus to weapon damage. IE If I am using a sword I do the swords damage + the strength bonus. When you get to 100 strength you do +MD and break SDC weapons if you don't pull your punch.
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Re: Strength and Damage in Rifts!!

Unread post by cchopps »

The Baron of chaos wrote:In Aliens unlimited it state that Vibro-weapons do 25% of their damage to whatever parry or is parried by them, whie pure energy weapons(like psi-swords) inflict 50% of their damage.


Wow. I didn't know anything like that was anywhere in Palladium. I don't have Aliens Unlimited (talk about random rule in a random place). HU is the major hole in my collection. I think I have 3 books.

The Baron of chaos wrote:Ya know all this talking made me slaightly upset about how NO ONE, is quoting HU, where the differences between the three typologies of strength are made more clear and definite


Where is this?

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Re: Strength and Damage in Rifts!!

Unread post by Killer Cyborg »

Emperor Ryu wrote:
Killer Cyborg wrote:No.


Why don't we just stick to "only" 4 tables that are already established in the books (Original Book, pages 8, 9, 35, 37, 44, and 45, Conversion Book 1, pages 13, 21, 22, and 25), instead of a single table, that is now sort of beginning to remind me of the Giga-Damage table in the April Fools Rifter Book? :?:


Because your random mental associations of unconnected and dissimilar things doesn't motivate me.
And because one simple table that makes sense is better than four tables that don't.
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Re: Strength and Damage in Rifts!!

Unread post by Killer Cyborg »

Daeglan wrote:I wouldn't drop the +x I would just use the +x as the bonus to weapon damage. IE If I am using a sword I do the swords damage + the strength bonus. When you get to 100 strength you do +MD and break SDC weapons if you don't pull your punch.


The reason why I think that the solid +x damage bonus should be dropped is because it's more powerful than bonus dice, and makes the game less fun (IMO).

Example:
After the SB1 rule that robots got to add their damage bonus to MD melee attacks, I made a HU robot with strength of something like 125, and ported him to Rifts, giving him a +115 MD damage bonus on every hit.
After a certain point, a flat bonus takes the random element pretty much out of the game.
With that character, even a nick from one of his vibro-knives would do 116 MD.

That's an extreme example, of course, and such a character wouldn't be legal after HU2, but I hope it illustrates the point.
Flat damages are great at low levels of power, but at higher levels they become the tail that wags the dog, and simulation and fun get compromised.

That being said, your method there would probably work fine by most people's standards.
I'm just letting you know why I didn't want to go that route.
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Re: Strength and Damage in Rifts!!

Unread post by Killer Cyborg »

Emperor Ryu wrote:
Killer Cyborg wrote:because one simple table that makes sense is better than four tables that don't.


But, won't that single table have a dramatic impact on the other attributes of the player character? :?:


Perhaps.
How so?
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Re: Strength and Damage in Rifts!!

Unread post by Killer Cyborg »

Emperor Ryu wrote:
Killer Cyborg wrote:Perhaps.
How so?


Well, for example, the Physical Endurance attribute, because it connects to how long one can carry a heavy object.


My table was only for strength, so that's not exactly applicable.
You could make a similar table for characters with Supernatural Endurance, of course, but right now Supernatural Endurance means that you never fatigue, so using such a table would actually make such characters a little less powerful (while being the same for all practical intents and purposes).
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Re: Strength and Damage in Rifts!!

Unread post by The Baron of chaos »

cchopps wrote:Wow. I didn't know anything like that was anywhere in Palladium. I don't have Aliens Unlimited (talk about random rule in a random place). HU is the major hole in my collection. I think I have 3 books.


Is in the end of Aliens Unlimited, page 164-165, I storngly suggest you to try HU, is ******* awesome!


cchopps wrote:Where is this?

C. Chopps


Well Basically in the main book of HU2nd edition, we are introduced to Extraordinary, Superhuman and Supernatural all wiht different lifting and carrying capacity
Extraordinary is still in limit of humans, but do not require any exercise to be kept. Is the Strength common amongst supersoldiers and partial and Full conversion cyborgs
Superhuman is a notch below supernatural and is the most common PS amongst superhuman. Some supersodliers, Total Conversion Cyborg(just the brain with a robotic body) and Robots have this PS
Supernatural: despite what one could think is uncommon. Is the top PS, with crazy high lifting power. Common amongst supernatural being, included undead, immortals and Megaheroes(Thor or Supes-like..albeit not quite as much, as comics levle is always beyond any chance of conversion)

In the HU/Rifts Sourcebook Scraypers is given some better updated conversion notes thant the Conversion Book(ive not the revised ones as I've read awful review about it, but I've the old one). Here EX PS and SH PS are finally given something along the line of a damage table, basing it upon the SN PS table. In a world EX PS i does damage equal to SN PS of 20+1 per 5 point of EX PS above 20(so a EX PS of 35 does damage equal to SN PS 23; SH is along same line except is 30+1 per 5 point of SH PS above 30, and as such a SH PS of 45 does damage equal to SN PS of 33)
Is a good method, but not always appreciated by HU fans who would like a precise different tables for each PS level.
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Re: Strength and Damage in Rifts!!

Unread post by keir451 »

The Baron of chaos wrote:I ponderated and thought about this argument for a while, as this is becoming quite a regular thread on this board.
And now with calm i try to make up some sort of semi-decent opinion(answer?) about this problem.

keir451 wrote:I drop the stupid punch damage rule, you're not punching w/ that Rune Sword now are you, and add the Punch damage. Why? Because it is NOT SDC, it's MDC. So when your 10 strength teenager swings that Rune Sword he'll do the swords damage (1d4 x10), whena Sea Titan(or other SN being) swings that Rune Sword they'll do the sword's damage plus the Strength damage. The same applies to Augmented stregth and Robotic strength.

Spoiler:
My opinion about the new rules about Melee megadamage in RUE are ambivalent. I don't think is a completely wrong concept, as learning a bit about melee wepaon, you understand that is how they work. They transmit strenght of the wielder. Plain and simple.
BUT!
Is an incomplete idea tha toculd work only if we tak in accoudnt he difference between the melee weapons.
because there is a difference. Melee weapons(also natural weapons) have various specific shapes for very specific reasons. Why claw are curved instead of being straight forward? Why a blade is a blade and a mace is a mace?ù
Reason are like those:
Edged/pointed weapon like Blades or SPears Transmit the user strength focusing on the thin surface. This is good for realitve weak user, as their strenght is focuse on a small surface. This increase the penetration value of the attack. That's why you cut(an head) wiht a blade and not with blunt weapon.
Blunt weapons like warhammers, spiked maces and short staves, instead, are more primitive(no surprise since was the first weapon used) relying on the strength and the mass/density to do damage. This is where stronger person could take advantage, as being stornger means they can wield with skills HEAVIER blunt weapons, doing more damage(at some point you essentially throw the equivalen of an anvil at your opponents). the advantag eother than greater damage is that being a storng kinetic damage has more chance to cause injury thorugh body armors.
Spears and long staves have another advnatage that is their length, allowing a greater range for hit.

In S.D.C. setting this would be hard to translate, but still easier to do than in Megadamage setting.
Because here we don't get the luxury of an Armor Rating(even if A.R. has its own share of flaws). Penetration in M.D.C. setting ALWAYS translate in extra damage. And There is not rules about if and how a sharp tough object should penetrate a M.D.C. armor .
So addint supernatural PS to melee weapon damage? Is a way to solve the problem, in a SIMPLE and FAST way.That could not fit with SDC rules, but sincerely you've to admit that no Megadamage related rule fit those, at all.
Or you could use my peronsal rules, result of ****** hours thinking about the problem. They are not perfect, and I doubt they are fast, but is another way to look at the problem

Edged weapon:
Normally we go critical strike. Generally on a natural 20, lower if you had an HtH skill at high level. You roll if and BAM double damage!
This for normal stregth.
Inhuman level of strength and edged weapons combined can work, well, differently. Since the blades and spears focus on so much smaller surface the immense strength behind they increase the chances of critical strike as follow.
Augmented Strength: only on an Megadamage worthy power punch and only with a PS of 31 or better add a +1 to strike roll, ONLY for the purpose of a "Natural" critical strike and nothing else(so a roll of 19 is now a natural 20).
Robotic Strength: +1 strike rolls on normal punch, +2 to strike roll on a power punch with a PS of 26 or better(same as above , so on a power punch a 18 is considered a natural 20)
Supernatural Strenght: +2 to strike rolls on normal punch and power punch on PS of 16 or better. But Power Punch critical strike add 50% more damage (so a natural 18 on a power punch that does 20 megadamage will do 50 megadamage and not 40 as critical strike)

Blunt weapons
Blunt weapons work in simpler manner. The heavier they are, the more damage they do.
Blunt weapons add +1d4 megadamage per 100lbs of weight.(same as telekinesis)
Supernatural Strong monster, when using a blunt weapon goes for something FREAKING heavy and big.
Also on a Critical strike the blunt weapon work lot like an heavy boulder falling onto you. Essentially some damage pass through the armor: 1d4 points of SDC are suffered for each 20 points of damage. So on a critical strike doing 50 Megadamage, inflict to a coalition soldier in full armor, 2d4 point of SDC damage. Given soldiers have larger amount of SDC is not likely to be deadly, still hurt.
Megadamage being suffer only 1 point of Megadamage per 10 point of damage, if wearing armor.
In both case there is the same chance of being stunned as a fall (01-40%) +10% if the damage exceed 40 Megadamage in one blow.

Energy Fields
Energy fields are somethign people do not think when thinking about Melee megadamage . Vibro Weapons, TW flaming sword and other similar weapon do megadamage thank to the energy field transmitted along the weapon(these fields generally need a focused surface, an edge, in order to be more intense like a soldering torch). The strenght behind the weapon means little, as is the fields that do all the work.
But these weapon, dislike pure energy weapons like Psi-Swords, have a physical mass behind.
And when used by Supernatural Strong creature, like a Broadkill just to name one that absolutely LOVE vibroblades, there is the fact that the Strength alone combined with the blades will do megadamage. At that point the field DO add some damage, as is like the Supernatural strong being has his hand wrapped in the energy field.
The Bonus damage is minimal +1d6+3(derived form Aliens Unlimited), but present.

Giant Weapons
Giant weapons add +1d6 damage for being, well giant

That's a very cogent concept. All weapons were indeed designed to use the weilders strength and the mass of the weapon. Ithink this concept merits a :ok: :ok: (two thumbs up) for being intelligent AND non-argumentative.
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