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Strength and Damage in Rifts!!

Posted: Wed Dec 08, 2010 2:04 am
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:

Re: Strength and Damage in Rifts!!

Posted: Wed Dec 08, 2010 7:33 pm
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.

Re: Strength and Damage in Rifts!!

Posted: Wed Dec 08, 2010 8:18 pm
by Jorel
Needs a better example.

Re: Strength and Damage in Rifts!!

Posted: Wed Dec 08, 2010 8:44 pm
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.

Re: Strength and Damage in Rifts!!

Posted: Wed Dec 08, 2010 10:06 pm
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.)

Re: Strength and Damage in Rifts!!

Posted: Wed Dec 08, 2010 11:56 pm
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!!??

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 12:20 am
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.

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 1:51 am
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!

C. Chopps

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 3:47 am
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.

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 6:13 am
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.

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 11:32 am
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

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 1:18 pm
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.

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 1:23 pm
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.

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 1:40 pm
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.

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 2:15 pm
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.

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 2:22 pm
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.

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 4:31 pm
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.

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 6:41 pm
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.

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 8:23 pm
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.

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 8:27 pm
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. ;)

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 8:28 pm
by Killer Cyborg
Daeglan wrote: just make it one scale.


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

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 9:16 pm
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.

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 9:57 pm
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.

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 10:10 pm
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

Re: Strength and Damage in Rifts!!

Posted: Thu Dec 09, 2010 11:11 pm
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.

Re: Strength and Damage in Rifts!!

Posted: Fri Dec 10, 2010 1:21 am
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.

Re: Strength and Damage in Rifts!!

Posted: Fri Dec 10, 2010 2:59 am
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?

C. Chopps

Re: Strength and Damage in Rifts!!

Posted: Fri Dec 10, 2010 6:49 am
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.

Re: Strength and Damage in Rifts!!

Posted: Fri Dec 10, 2010 7:02 am
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.

Re: Strength and Damage in Rifts!!

Posted: Fri Dec 10, 2010 7:03 am
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?

Re: Strength and Damage in Rifts!!

Posted: Fri Dec 10, 2010 7:25 am
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).

Re: Strength and Damage in Rifts!!

Posted: Fri Dec 10, 2010 8:44 am
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.

Re: Strength and Damage in Rifts!!

Posted: Fri Dec 10, 2010 12:20 pm
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.

Re: Strength and Damage in Rifts!!

Posted: Fri Dec 10, 2010 7:38 pm
by Killer Cyborg
Emperor Ryu wrote:
Killer Cyborg wrote: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).


But is it not the intention to properly gauge the P.S. attribute in your table? In short, shouldn't the rest of the attributes be done the same way for their respective characteristics? :?:


I don't follow.

I am aware that the P.S. and Spd. attributes go very high on the supernatural aspect, compared to the rest of the attributes, but under such conversations, like your table, means that the rest of the attributes be measured the same way too, when the "supernatural" factor for them comes into play. For example, the Cosmo-Knights are supernatural, and they do show signs of fatigue after many weeks have come to past. So how can we accurately measure on a table this supernatural endurance? :?:


I don't have Phaseworld, so I can't say.

And just for the record, I currently find nothing wrong with the 4 tables on this topic, and experienced no problems in the game mechanics, back then when I was still playing.


You probably won't understand the table I came up with, then, and what problems it solves.

Re: Strength and Damage in Rifts!!

Posted: Sat Dec 11, 2010 9:42 pm
by Killer Cyborg
Emperor Ryu wrote:
Killer Cyborg wrote:I don't follow.


Well, gauging the bonus distribution from your table by accurately expanding the number base representations, the other attributes in one way of form or another would be adjusted to do the same for their bonus distribution of the type of character it is.


It would only be necessary for "Supernatural" attributes where there attribute in question is hundreds of times more powerful than for normal attributes.

Killer Cyborg wrote:I don't have Phaseworld, so I can't say.


Oh. :( Sorry. I didn't know.


No apology necessary. :-?

It's just that I can easily follow the 4 tables the same way for the P.S. attribute, because it fits appropriately to the type of character it is. *shrugs*


1. It often doesn't fit, though. Titan Juicers, for example, are NOT supernatural in any way. No matter how many drugs a guy takes, it won't ever make him magic.
IIRC, there was a Giant race in CB1 (or CB1r) with Bionic level strength.
2. It makes things too staggered, even with 4 tables. The jump between being able to punch for SDC damage and to punch for Mega-Damage is way too big to leap in a single bound.
3. The lack of connection between the amount of weight a character can lift and the amount of damage they can inflict is absurd.
A supernatural creature with PS of 3 can inflict 1-2 MD on a power punch, and can lift 120 lbs. Maximum of 2 MD.
A normal human with PS 30 can inflict 2d4+15 SDC on a power punch. Maximum of 23 SDC (maybe a few points more from HTH training at higher levels). And he can lift 1200 lbs.
So you have one guy 100x stronger than the other guy, but he hits for 1/100th the amount of damage.
To me, that's just ****ed up.
4. As pointed out, you have weird situations when you make attribute checks. Say you want to default a Climbing skill check, using PS as the attribute, and you have a character that weighs 120 lbs and has a supernatural PS of 24.
The guy can lift 2400 lbs, which is 20x his own body weight, but he has less than a 1 in 4 chance of success in using his strength to climb up a cliff.
Compared to a normal human who weighs 250 lbs and has a PS of 30. He can lift 1200 lbs, which is less than 5x his body weight, but he'll have a a greater chance of success than the supernatural creature.
5. There's no set rules or means of interaction between the different strengths.
Say a supernatural creature with PS 20, a normal human with PS of 30, a Juicer with PS 28, a Borg with PS 24, and a Bot with PS 30 all enter an arm wrestling tournament.
Who wins? The person who can life the most weight? Or the person who inflicts the most damage with their arm? Or the person with the highest Physical Strength score?
There's no real answer that makes sense.
(And yes, PE would probably count into things somehow, but leave that out of the equation for now)

Just seems a hell of a lot easier to have one attribute type. It'd make the game more realistic, it would allow the rules to adequately cover more situations, and it would be simpler and easier to use.

Re: Strength and Damage in Rifts!!

Posted: Sun Dec 12, 2010 2:18 am
by cchopps
Killer Cyborg wrote:4. As pointed out, you have weird situations when you make attribute checks. Say you want to default a Climbing skill check, using PS as the attribute,


I appreciate your example, but I don't think that attribute checks are actually a part of the Palladium mechanics in any of their games. It is definitely a common mechanic in RPGs with attributes so I understand.

Killer Cyborg wrote:Say a supernatural creature with PS 20, a normal human with PS of 30, a Juicer with PS 28, a Borg with PS 24, and a Bot with PS 30 all enter an arm wrestling tournament.

Who wins? The person who can life the most weight? Or the person who inflicts the most damage with their arm? Or the person with the highest Physical Strength score?
There's no real answer that makes sense.
(And yes, PE would probably count into things somehow, but leave that out of the equation for now).


This nails it. Why does a Supernatural PS of 17 still inflict 1D6 MD in a regular punch, but only able to carry as much as a regular 17? At least the carry and damage chart should have matched. Add in the case of a giant robot with a robotic PS of 40+, it can carry double what the same Supernatural PS can, but inflicts way less damage in a punch.

I think I'm going to keep the categories, but try to clean them up.

KC, take a look at the knockdown description under body block/tackle in RUE. How would you tweak that with your one scale system? It is one of the times PS vs PS is addressed.

My group has gone with

A typical Body Block ram has a base 50% chance of knocking an opponent down, if the character with no special balancing ability. Modify the knockdown % by the difference between the combatants P.S. For example, if the attacker has a P.S. of 19 and the defender has a P.S. of 24 then the knockdown chance is reduced to 45%. Modify the knockdown % by 15 for each P.S. category difference. Characters with a special balancing ability from a skill such as Acrobatics or Gymnastics replace the base 50% knockdown chance by their maintain balance skill.

Note: This ignores the giant robot twist, but giant robots shouldn't be trying to ram regular size beings.

For example, a demon with a Supernatural PS of 27 attempts to body block ram a juicer with an Augmented PS of 39 and a maintain balance skill of 95%. The juicer would have a 77% of resisting the knockdown. If the juicer was the aggressor and the demon had no maintain balance skill then the demon would have a 68% chance of resisting knockdown.

What do you think?

C. Chopps

Re: Strength and Damage in Rifts!!

Posted: Sun Dec 12, 2010 5:53 pm
by Killer Cyborg
cchopps wrote:
Killer Cyborg wrote:4. As pointed out, you have weird situations when you make attribute checks. Say you want to default a Climbing skill check, using PS as the attribute,


I appreciate your example, but I don't think that attribute checks are actually a part of the Palladium mechanics in any of their games. It is definitely a common mechanic in RPGs with attributes so I understand.


It's the official way to default for a skill you don't have: you roll percentile, trying to roll under "the appropriate attribute."
For Climbing, I could see it defaulting to either PP or PS, depending on what style of climbing they use.

KC, take a look at the knockdown description under body block/tackle in RUE. How would you tweak that with your one scale system? It is one of the times PS vs PS is addressed.


Off the top of my head, without crunching any numbers or testing it, I'm thinking maybe 40% chance of knockdown, +/-1% per point of PS difference between combatants, and +/-5% for each lb of weight difference (this could be estimated in a pinch).

This means that a creature with Supernatural PS of 1 could pretty much automatically knockdown any normal human.
A human with PS 30 would give the critter 120% base knockdown chance, for example, if they're the same weight.
But then, a critter with Supernatural PS of 1 could crush a motorcycle (100 SDC) with his/her bare hands, so I don't think that's necessarily overdoing things.
If the human weighs 250 lbs and the supernatural creature weighs 100 lbs, that would knock things back down to a 90% chance.
Armor should count for weight, but most other gear shouldn't, as it's as likely to unbalance somebody as to help them plant.
The number of limbs involved should be a factor too, because it provides more stability for defenders, and more pushing power for attackers.

I'd have to play around with this a while before I had a good idea how it would work out.

My group has gone with
A typical Body Block ram has a base 50% chance of knocking an opponent down, if the character with no special balancing ability. Modify the knockdown % by the difference between the combatants P.S. For example, if the attacker has a P.S. of 19 and the defender has a P.S. of 24 then the knockdown chance is reduced to 45%. Modify the knockdown % by 15 for each P.S. category difference. Characters with a special balancing ability from a skill such as Acrobatics or Gymnastics replace the base 50% knockdown chance by their maintain balance skill.
Note: This ignores the giant robot twist, but giant robots shouldn't be trying to ram regular size beings.
For example, a demon with a Supernatural PS of 27 attempts to body block ram a juicer with an Augmented PS of 39 and a maintain balance skill of 95%. The juicer would have a 77% of resisting the knockdown. If the juicer was the aggressor and the demon had no maintain balance skill then the demon would have a 68% chance of resisting knockdown.
What do you think?
C. Chopps


Sounds pretty good, though it seems to enhance the difference between the different categories (which is fine, just not where I'd go with things).

One thing that occurs to me about both your system and mine, though, is that the defender's strength probably wouldn't realistically be as much of a factor unless they were firmly braced for the impact (make a Roll With Impact check to brace in reaction to the attack, or spend an attack before they reach you if they take a while, which they probably would since body blocks/tackles take 2 attacks). All the strength in the world won't help if you're caught off guard.
Mass would still help, though.

Good questions and good thoughts. :ok:

Re: Strength and Damage in Rifts!!

Posted: Sun Dec 12, 2010 6:14 pm
by Killer Cyborg
Emperor Ryu wrote:1 - Hmmm, the Titan Juicer, from my understanding, there's a trade off in having this P.S. enhancement, and it has been noted that specific monsters may contradict that conversion listed under that particular O.C.C.


Not sure that addresses the point, which is that Titan Juicers have Supernatural Strength when they aren't even Supernatural.

As for the Giants, . . . the Jotan, Gigantes, and Titans are attributed as having supernatural strength, while Nimros are considered supernatural, and the Algor Frost Giants and Cyclops are not noted as supernatural. You were referring to the Rahu-Men? :?:


CB1r lists the following:
Bear Men have Bionic Strength
Wolfen have Bionic Strength
Dragonmen have Bionic Strength
Frost Giants have Bionic Strength
Cyclops have Bionic Strength
Minotaurs have Bionic Strength
Ogres have Bionic Strength

But none of them are normally bionic.

2 - Wouldn't it be easier to create a couple of pages with all 4 tables on them?


Rather than 1 page with 1 table? Probably not.
Especially when there are four standard generalized types of categories of attacks, . . . S.D.C., M.D.C., Magic, and Psionics. *shrugs*


Are you saying that you want there to be a Psionic Strength category?
:?

3 - Won't this be attributed more to the uniqueness of the individual character/O.C.C./R.C.C.?


No.

4 - Climbing and weight lifting are quite different in application.


Yes, I'm familiar with both.
And if you can support your full body weight easily with one hand, or one finger, then you have on heck of a lot easier time climbing.
Physical Prowess plays a roll too, so when defaulting a skill check I could see using that attribute for some characters.
It comes down to the style of the climber.

5 - For me, I just follow the individualistic make up of the character and gauge from there amongst them. So I know which table applies to who, and how.


Right. Which works decent for decent GMs, but generally leads to a lack of consistency over the course of a campaign.
I prefer consistency.
That's why I use rules in the first place when I GM, instead of just free-forming the entire thing.

Re: Strength and Damage in Rifts!!

Posted: Sun Dec 12, 2010 10:47 pm
by TechnoGothic
Supergyro wrote:
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.


Human PS 30 vs Human PS 30 = Roll d20, highest wins the contest.
Human PS 30 vs Bionic/Enhanced PS 30 = the Bionic/Enhanced PS wins everytime.
Bionic/Enhanced PS 30 vs Bionic PS 30 = Roll d20 highest wins the contest.
Bionic/Enhanced PS 30 vs Robotic PS 30 = The Robotic PS wins everytime.
Robotic PS 30 vs Robotic PS 30 = = Roll d20 highest wins the contest.
Robotic PS 30 vs Supernatural PS 30 = the Supernatural PS wins eveytime.
Supernatural PS 30 vs Supernatural PS 30 = Roll d20 highest wins the contest.

It is simple. The Stronger PS type wins automaticly. Usually.

Human Strength PS carries x10, Lifts x20 ... I ignore the Strong Human class. It does not belong in the game.
In Offical Rifts Bionic/Enhanced PS Carries x20, Lifts x40
In Offical Rifts Strength. Robotic Lifts carries x40, Lifts x80.
In Offical Rifts Supernatural PS carries x50, Lifts x100.

Say a Human with PS 30. Carries x10, Lifts x20 (Carries 300 lbs / Lifts 600 lbs) vs a Supernatural with a PS 6 (Carries 300 lbs, Lifts 600 lbs) THEN and only them does the Human and the Supernatural need to make a Attribute Check to see who wins the arm wrestling match. But that is a darn weak Supernatural being anyways...

MYSELF ...
I use the Heroes Unlimited Strength Types instead.
Human PS = Carries x10, Lift x20 (ignoring the Strong type)
Extraordinary PS = Carry x100, Lift x200 (includes Bionics, Crazies, etc)
Superhuman PS = Carry x200, Lift x300 (Includes Robotics, Juicers, etc)
Supernatural PS = Carry x300, Lift x500 (includes Titan Juicers, mega-juicers, etc...)

This way there is no mistaken who is Stronger and who wins simple tests automaticly.

Re: Strength and Damage in Rifts!!

Posted: Sun Dec 12, 2010 11:06 pm
by TechnoGothic
The Baron of chaos wrote:
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.


You could Change the x# for the Strengths to Reflect more of a comic book feel but keep the damages the same.

Supernatural PS = Carry x1000, Lift x2000.
Superhuman PS = Carry x500, Lift x1000.
Extraordinary PS = Carry x100, Lift x200

This would Help create the Vast ranges of Strength in comic Books without too much fuss. But you could even alter the strength types more to reflect the level of strength needed for the game if need be. I have tried out Supernatural PS at Carry x2000, Lift x4000 before. It worked great to keep number lower but allow the comic book strength feats to be done easier. Then again I have also Added new Types of Strength to my games once in awhile. Mega-Strength and Ultra-Strength, and Giga-Strength. They must be Bought or Selected, Noone gets them for free. When I used then I used as :
Mega-Strength = Carry x500, Lift x1000
Ultra-Strength = Carry x1000, Lift x2000
Giga-Strength = Carry x2000, Lift x4000
They work well. For Damages I use Supernatural PS. Mega-Stength +10 PS on the Supernatural Chart. Ultra-Strength +20 PS on the SN chart, Giga-Strength +30 PS on the SN chart. Example : Giga-Strength 30 (Carries x2000 *30 tons*, Lift x4000 *60 tons*) deals damage as if he had Supernatural PS 60. That is a World Beater super with a low strength really.

Re: Strength and Damage in Rifts!!

Posted: Mon Dec 13, 2010 12:46 am
by cchopps
Emperor Ryu wrote:
Me and the rest of my group, haven't encountered any inconsistencies in this aspect of any campaigns, back when we were still playing. Perhaps the revised book actually had typos and was mistaken for canon, maybe? :?: *shrugs*


How would your group handle KC's arm wrestling example?

C. Chopps

Re: Strength and Damage in Rifts!!

Posted: Mon Dec 13, 2010 2:30 am
by cchopps
Emperor Ryu wrote:Game-wise, this sort of falls in the realm of entangling/grappling", but more focused on a specific limb, . . . the arm and hand. Generally, I'd stick to the 4 tables, and apply accordingly, by pitting the amount of force generated from each individual P.S. characters in half (because they are only using one arm), and match them with the variables of time and techniques to find the victor in each round.


Ok, now you are just messing with me. That doesn't make any sense. Time and Techniques? There is no "Arm Wrestling" skill in Rifts and the "Wrestling" skill is just one with bonuses, not percentages. So how do you define "force generated?" Based on damage or amount carried? If it is damage is it regular damage or power punch? These things don't line up linearly.

Two Arm Wrestling Contestants

1. 30' Tall Robot with a Robotic PS of 50
Full Strength Punch of 3D6 but can lift 5,000 pounds.

2. 30' Tall Demon with a Supernatural PS of 42
Full Strength Punch of 6D6 but can only lift 2,100 pounds.

The demon does twice the damage but can't even lift half of what the robot can.

For this example, lets assume that both have HtH Expert and a 20 PP.

Would you use a percentile roll? How so? Or would you roll a 1D20 with some modifier? What would it be? Seems like a pretty simple scenario, but I don't know of any canon mechanic on how to handle it.

C. Chopps

Re: Strength and Damage in Rifts!!

Posted: Mon Dec 13, 2010 4:20 am
by cchopps
Emperor Ryu wrote:
It is my opinion, that Arm Wrestling is not really a good way to measuring strength, given that other attributes comes into play with this sport. Again, if there's already a Arm Wrestling Skill, go with that in the book, and not with mine. I hope this has been somewhat informative on my take on this example, if not, entertaining. At least I gave it a shot. *shrugs*


I see where you are coming from now. :) And thank you for the explanation. I appreciate it.... and under your system the Robot would cream the Demon.

C. Chopps

Re: Strength and Damage in Rifts!!

Posted: Mon Dec 13, 2010 9:14 am
by Killer Cyborg
Emperor Ryu wrote:I just find it the O.C.C. is focused on the attribute, then the being itself, in this case. Sort like, the magic spell, Superhuman Strength,


Still not seeing any relevance.

Killer Cyborg wrote:Are you saying that you want there to be a Psionic Strength category? :?


Oh, I'm just pointing out how similar the 4 tables are to the 4 attack categories, in the game.


Okay, what you're saying doesn't seem to make any sense.
What four tables?
How do you think they correspond to the attack categories you listed?

Killer Cyborg wrote:No.


Why? :?:


Because it's not based in character class in the first place.

Many attributes do indeed play a part in the skill of climbing, and not just the P.S. attribute alone.


No ****.
Same with every other skill in existence. Nothing exists in a vacuum.
But that doesn't affect anything that I've said, nor any point that I've made.

Killer Cyborg wrote:Right. Which works decent for decent GMs, but generally leads to a lack of consistency over the course of a campaign.
I prefer consistency.
That's why I use rules in the first place when I GM, instead of just free-forming the entire thing.


Me and the rest of my group, haven't encountered any inconsistencies in this aspect of any campaigns


Correction: you never noticed such inconsistencies.

Perhaps the revised book actually had typos and was mistaken for canon, maybe? :?: *shrugs*


Nope.

Re: Strength and Damage in Rifts!!

Posted: Mon Dec 13, 2010 7:19 pm
by cchopps
Max™ wrote:Wait, rifts doesn't use HU2 lift/carry rules?

SN p.s. 42 can lift 21,000 lbs, robot(SH) p.s. 50 can lift 15,000 lbs, what am I missing?


In RUE, regular robots carry PSx25 and giant robots with PS40+ carry PSx100. Supernaturals carry PSx50.

That is a huge difference!

C. Chopps

Re: Strength and Damage in Rifts!!

Posted: Mon Dec 13, 2010 7:50 pm
by Damian Magecraft
cchopps wrote:
Max™ wrote:Wait, rifts doesn't use HU2 lift/carry rules?

SN p.s. 42 can lift 21,000 lbs, robot(SH) p.s. 50 can lift 15,000 lbs, what am I missing?


In RUE, regular robots carry PSx25 and giant robots with PS40+ carry PSx100. Supernaturals carry PSx50.

That is a huge difference!

C. Chopps

which is why I throw out the additional multiplier steps within each tier of strength. (it slows down issues like that.)

Re: Strength and Damage in Rifts!!

Posted: Mon Dec 13, 2010 8:43 pm
by sHaka
Max™ wrote:Wait, rifts doesn't use HU2 lift/carry rules?

SN p.s. 42 can lift 21,000 lbs, robot(SH) p.s. 50 can lift 15,000 lbs, what am I missing?


Yeah, always though it very weird that a magic-engorged setting like Rifts Earth has weaker SN P.S. than HU2 :-?

I go with HU2's lift/carry for Rifts personally.

I can see the benefit in having one PS scale, if only so that a PC/NPC gets to say "It's over NINE THOUSAAANND!!!" :clown:

Re: Strength and Damage in Rifts!!

Posted: Mon Dec 13, 2010 10:01 pm
by Daeglan
Emperor Ryu wrote:
cchopps wrote:Ok, now you are just messing with me. That doesn't make any sense. Time and Techniques? There is no "Arm Wrestling" skill in Rifts and the "Wrestling" skill is just one with bonuses, not percentages. So how do you define "force generated?" Based on damage or amount carried? If it is damage is it regular damage or power punch? These things don't line up linearly.

Two Arm Wrestling Contestants

1. 30' Tall Robot with a Robotic PS of 50
Full Strength Punch of 3D6 but can lift 5,000 pounds.

2. 30' Tall Demon with a Supernatural PS of 42
Full Strength Punch of 6D6 but can only lift 2,100 pounds.

The demon does twice the damage but can't even lift half of what the robot can.

For this example, lets assume that both have HtH Expert and a 20 PP.

Would you use a percentile roll? How so? Or would you roll a 1D20 with some modifier? What would it be? Seems like a pretty simple scenario, but I don't know of any canon mechanic on how to handle it.


Oh no, I'm not messing with you at all. Being totally serious about this. I am currently unsure if there is a published Arm Wrestling Skill. If there is, I suggest following those guidelines, and not to what I'm about to go through right now. Plus, I suspect it's a whole lot less complicated too. But, shall we, could be fun, . . . :)

Check this out about the sport of arm wrestling. It goes to state in the Avoid Injury Section, . . .

Arm wrestling puts enormous torque/twist on the upper arm's humerus bone to a degree seen in few other physical activities. Most people's bones are not accustomed to being significantly stressed in this direction, and injuries can occur surprisingly easily. The arm typically fails because of a diagonal break at or below the midpoint between the shoulder and the elbow.

The natural tendency of an inexperienced arm wrestler is to push the hand, wrist, and shoulder in the same coordinated direction, against the force being applied by the opponent. This is how we throw a baseball or hit a tennis ball.

However, turning one's shoulder this way simply adds to the torque already being applied to the humerus by the opponent. US Arm Sports advises of the danger of "letting your shoulder get inside your hand." It is better to pivot your shoulders so that you never look away from your hand.


It is not so much about lifting weights or how much damage a punch can do. It leans more on the throwing aspect of the arm itself, because your using your shoulder to extend outward to push your arm inward. Only it's gripped tightly in the hand and meeting direct resistance in the force generated by the character's raw P.S. attribute of the opponent.

In the original book, page 9, it goes to state that a person with a P.S. value of 3 to 16 can throw a half pound object at 50 feet. A person with the P.S. value of 17 to 30, can throw the same object at 100 feet. While the supernatural P.S. person can throw it at 300 feet, at the value of 18 on up.

From this, we can ascertain somewhat of a measurable game play here. Measuring the weight of the each opponent, and focus it on the entire upper portion the body, including the head and both arms, minus the stomach, just the chest on up, so say half or maybe a third. So divide the body weight accordingly. Then gauge that to how much the person can lift with one arm. So the upper body weight vs. the weight one arm can lift. So if a person that has a normal P.S. of 18, can carry 180 pounds (maximum), and lift 360 pounds (maximum). So go back one (Because of the throwing of a half pound object.), and you have 180 pounds of maximum throwing force with a single arm. If the weight of the opponent is greater than the pushing force, we can already guess how difficult it is going to be. If it is less than the pushing force, the easier. Equal to, a good match up.

It is my opinion, that Arm Wrestling is not really a good way to measuring strength, given that other attributes comes into play with this sport. Again, if there's already a Arm Wrestling Skill, go with that in the book, and not with mine. I hope this has been somewhat informative on my take on this example, if not, entertaining. At least I gave it a shot. *shrugs*


You do realize that throwing something is a whole body event not just the arm and shoulders right? Throwing a propper punch starts at you feet not the arm. When you start throwing a punch properly the bottoms of your feet will have sore muscles. its very strange.

Re: Strength and Damage in Rifts!!

Posted: Mon Dec 13, 2010 11:55 pm
by TechnoGothic
sHaka wrote:
Max™ wrote:Wait, rifts doesn't use HU2 lift/carry rules?

SN p.s. 42 can lift 21,000 lbs, robot(SH) p.s. 50 can lift 15,000 lbs, what am I missing?


Yeah, always though it very weird that a magic-engorged setting like Rifts Earth has weaker SN P.S. than HU2 :-?

I go with HU2's lift/carry for Rifts personally.

I can see the benefit in having one PS scale, if only so that a PC/NPC gets to say "It's over NINE THOUSAAANND!!!" :clown:


I use HU2 Strength rules too. It makes alot more sense and would help in making various Creatures or dbees more uniques by giving them various Strength types instead of giving the majority of them supernatural ps.
I'd rather see various Monsters with listed Extraordinary PS or Superhuman PS levels instead of just giving the supernatural ps for no good reason.

Also look at it this way.
JUICERS in HU2 have SuperHuman PS (carry x200, Lift x300). But the RIFTS version is Augmented PS (carry x40, Lift x80). Hmmm. Wonder which is Better.

All the Non-supernatural Dbees in RIFTS with Supernatural PS should be downgraded to Extraordinary PS or Superhuman PS. Or even heck add into HU2 an Equalient to RIFTS Supernatural but rename it Augemented for the (x50, x100) listed. Heck that would get the point across they are stronger than humans (alot) but not truely Extraordinary, Superhuman or Supernatural levels.

Re: Strength and Damage in Rifts!!

Posted: Tue Dec 14, 2010 12:28 am
by Daeglan
TechnoGothic wrote:
sHaka wrote:
Max™ wrote:Wait, rifts doesn't use HU2 lift/carry rules?

SN p.s. 42 can lift 21,000 lbs, robot(SH) p.s. 50 can lift 15,000 lbs, what am I missing?


Yeah, always though it very weird that a magic-engorged setting like Rifts Earth has weaker SN P.S. than HU2 :-?

I go with HU2's lift/carry for Rifts personally.

I can see the benefit in having one PS scale, if only so that a PC/NPC gets to say "It's over NINE THOUSAAANND!!!" :clown:


I use HU2 Strength rules too. It makes alot more sense and would help in making various Creatures or dbees more uniques by giving them various Strength types instead of giving the majority of them supernatural ps.
I'd rather see various Monsters with listed Extraordinary PS or Superhuman PS levels instead of just giving the supernatural ps for no good reason.

Also look at it this way.
JUICERS in HU2 have SuperHuman PS (carry x200, Lift x300). But the RIFTS version is Augmented PS (carry x40, Lift x80). Hmmm. Wonder which is Better.

All the Non-supernatural Dbees in RIFTS with Supernatural PS should be downgraded to Extraordinary PS or Superhuman PS. Or even heck add into HU2 an Equalient to RIFTS Supernatural but rename it Augemented for the (x50, x100) listed. Heck that would get the point across they are stronger than humans (alot) but not truely Extraordinary, Superhuman or Supernatural levels.


Or we can get rid of all these stupid names for strength have one strength table with 1 multiplier and move creatures to the appropriate point on the scale.