MD Melee Weapons + Supernatural PS
Posted: Mon Apr 25, 2022 5:28 pm
For the sake of the roll20 sheet I've been working on, how do people generally handle supernatural PS when using MD melee weapons?
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ITWastrel wrote:The RUE rule is stupid.
supernatural beings inflict either the weapon damage plus P.S. damage bonus (in S.D.C.), or their own P.S. damage as per Supernatural Strength, whichever is greater.
Supernatural P.S. beyond 60: For every 10 points of P.S. beyond 60, add a further 10 points of damage.
ITWastrel wrote:The RUE rule is idiotic, but it's the latest rule, so it's official.
Incredibly stupid, but official.
How stupid is it, you ask?
According to RUE, if a magic sword does 6D6 MD and is swung by a mook with a PS of 8, it still inflicts 6-36MD. Pretty good for a normal guy, right? Your crappy PS doesn't even hold you back. WooHoo, Magic!
A Supernatural creature with a 40SNPS (5D6MD punch), who can literally rip open tanks with her bare hands, does 6D6 MD. Exactly the same effect as the mook, and her SNPS adds NOTHING to the damage of this weapon.
Being strong is useless, OK.
Except...
A titan (SNPS 60) who does 1D6x10MD per punch picks up that sword, and does absolutely no more damage than with his fists.
A magic F-ing sword does NOTHING for the Titan.
The RUE rule is stupid.
Killer Cyborg wrote:ITWastrel wrote:The RUE rule is idiotic, but it's the latest rule, so it's official.
Incredibly stupid, but official.
How stupid is it, you ask?
According to RUE, if a magic sword does 6D6 MD and is swung by a mook with a PS of 8, it still inflicts 6-36MD. Pretty good for a normal guy, right? Your crappy PS doesn't even hold you back. WooHoo, Magic!
A Supernatural creature with a 40SNPS (5D6MD punch), who can literally rip open tanks with her bare hands, does 6D6 MD. Exactly the same effect as the mook, and her SNPS adds NOTHING to the damage of this weapon.
Being strong is useless, OK.
Except...
A titan (SNPS 60) who does 1D6x10MD per punch picks up that sword, and does absolutely no more damage than with his fists.
A magic F-ing sword does NOTHING for the Titan.
The RUE rule is stupid.
Not exactly.
One problem is that you're looking at Supernatural PS as if it was the same as a person being really, really strong; it's NOT.
As the Supernatural Physical Strength description tells us (RGMG 25, for one):
Simply put, supernatural beings and creatures are NOT human. They are something else. Creatures that defy the laws of physics and draw upon arcane forces and energies (like magic) as part of their innate essence.
You're looking at a rule governing creatures that break the laws of physics, and calling the rule stupid because it doesn't make sense with the laws of physics.
Which misses the point.
Supernatural Physical Strength causes damage because it's Supernatural, NOT because it's Physical Strength.
For instance, let's look at three normal human beings with normal PS that operates under the laws of physics (as best approximated by Palladium's system)
Alan has PS 6. He can carry 60 lbs. He can lift 120 lbs. He inflicts 1d4 point of SDC/HP damage on a punch (gets no damage bonus from HTH skills either, because he's so weak).
Betty has a PS of 10, human average. She can carry 100 lbs. She can lift 200 lbs. She inflicts 1d4 SDC/HP damage on a punch.
Cedrick has a PS of 18, higher than human average. He can carry 360 lbs. He can lift 720 lbs. He can inflict 1d4+3 SDC/HP damage on a punch.
Now let's look at three Supernatural Beings with Supernatural PS:
Azazel has a PS of 3. He can carry 60 lbs. He can lift 120 lbs. He can inflict 4d6 SDC/HP on a punch.
Baal has a PS of 10. He can carry 200 lbs. He can lift 400 lbs. He can inflict 4d6 SDC/HP on a punch.
Choronzon has a PS of 16. He can carry 320 lbs. He can lift 640 lbs. He can inflict 1d6 MD (1d6x100 SDC/HP) on a punch.
From a sense of physics, NONE of this makes sense:
-Alan can lift/carry the exact same amount of physical weight as Azazel; Azazel punches around 6x harder.
-Betty can lift/carry 40% more than Azazel can. She punches for roughly 1/6 the damage Azazel can.
-Cedrick can lift/carry almost twice as much weight as Baal. Baal punches for more than 3x the damage Cedrick does.
-Cedric can lift/carry more than Choronzon can. Choronzon punches for over 85x the damage Cedric punches for.
-Azazel can only lift/carry around 1/3 the physical weight that Baal can. Azazel and Baal punch for exactly the same amount of damage.
-Choronzon can lift/carry less than 2x the amount of physical weight Ball can. Choronzon can punch for 25x more damage.
-Choronzon can lift/carry over 5x more than Azazel. Choronzon can punch for 25x more damage.
Physics does not guide Supernatural Physical Strength.
The Supernatural does.
In fact, if you go back to the earliest days of Rifts, "Supernatural Physical Strength" wasn't even a thing. Before Conversion Book 1 came out, supernatural creatures like vampires and dragons inflicted mega-damage simply because they were supernatural. Sure, Supernatural creatures have different Lift/Carry rules from normal humans, but so do Dog Boys and Juicers. "Supernatural PS" was no more or less of a thing than "Dog Boy PS" or "Juicer PS" was.
It was simply implied and accepted that the reason why Dragons could punch for so much more was because they're dragons, not because they're actually strong enough to punch that hard.
Dragons--regardless of what their PS was--inflicted the same 2d6 damage on a punch. The only thing their PS determined was how much they could lift/carry, and how much they could lift/carry didn't affect their punch damage one iota, because their damage was based on their Supernatural status, NOT on their actual physical ability.
The introduction of "Supernatural Physical Strength" created a kind of correlation between how much a dragon or other supernatural creature could lift/carry, in that now both a supernatural creature's Lift/Carry numbers AND their Punch damage is determined by their PS score, but that's not the same as their punch damage being determined by their actual physical strength, the amount that they can lift and carry, the physical ability of their muscles.
So drop all physics-based assumptions about supernatural creatures and their punch damage; their damage is not based in physics.
Instead, think of it like this:
A person or critter who can only lift 320 lbs SHOULD--according to physics--only be able to inflict around 1d4+3 SDC, but IF the person/critter is Supernatural, they can magically inflict 1d6 MD instead, a bit over 85x what the physics-based damage would be.
A dagger can--according to physics--only be able to inflict 1d6 SDC/HP damage in the hands of somebody with no PS or other damage bonuses.
But a magic dagger can--in the hands of the same no-bonus person--magically inflict more damage to the tune of 1d6 MD, or 4d6 MD, or 6d6 MD, or whatever other number the stats say.
Basically, Supernatural Creatures (or other beings with Supernatural PS) are effectively turned into magic weapons that inflict far, far more damage than they would be able to without that magical boost.
When you think about "If a Supernatural creature with a Supernatural PS so high they can inflict 6d6 MD with their bare hands swings a runesword that inflicts 6d6 MD, what should the combined damage be?"
Do not think about it in terms of "a person/critter who's strong enough to inflict 6d6 MD with their bare hands" swinging a runesword that inflicts the same amount of damage in the hands of somebody who isn't strong at all. That's not how this works.
It's actually a person/critter who's magically able to inflict 6d6 MD with their bare hands swinging a rune sword that is magically able to inflict 6d6 MD regardless of the PS of the wielder.
In those terms, there's nothing really surprising about the RUE-described outcome.
Just as we were pondering the question "If you taped one 6d6 MD magic weapon to the end of another 6d6 MD MD magic weapon, how much damage should it inflict?"
The answer is NOT 12d6 MD; magic effects don't stack like that.
The answer is that only one of the magic weapons would actually inflict the damage, so you only go with one of the two listed damages.
In the case where one magic weapon is a magic fist, and the other magic weapon is a sword, you get to go with whichever damage is higher.
Which is actually generous, if anything. They could just go with weapon damage regardless of Supernatural PS, since it's not the magic fist that's actually hitting the target.
Lordonyx wrote:But Supernatural Strength IS more physically powerful..
using poorly written descriptions of the lowest levels of each category to Justify a Rule that makes no sense to the majority of players is just doing whatever mental gymnastics are required to make rules that are dumb, work for you.
Supernatural Strength is stronger than Augmented and Stronger than Robotic (except for Giant Robots) the problem with poorly written rules that makes no sense.. is that it allows people to latch onto whatever they can find to Justify "Why it Works this way" which, btw , is the same thing people do in religions, picking the verses and passages that best "fit" their ideology. All your explanation really shows is your insistence to believe that the spaghetti plate of inconsistency we call "Rules" for this "system" was put together by someone you WANT to believe is smart enough to mean exactly what was written is perfect and the "Way it is meant to Be". Welcome to the Religion of Seimbieda, preaching from the Book of RUE.
narcissus wrote:I really appreciate your explanations @Killer Cyborg, and the thought that went into them. They are "plausible" (KS' favorite word) in context.
My personal issue around this is with WB5 and the Gargoyle nation possessing such advanced... what? Magic? Technology? That only they can create weapons that actually add to SNPS damage.
I believe this book came out on the heels of CB1 when SNPS was just being introduced. I think this is why so many people gravitate towards it being a proper rule - it wasn't intended to be an exception, it was intended to expand on how SNPS worked. And since then, and RUE's SNPS rule, some people have gone one way, and others have gone the other.
Killer Cyborg wrote:Well, that wouldn't really describe it.
For one thing the Xiticix weapons work the same way, as do the Bone Weapons the mutants in Madhaven use (iirc).
In all cases the reason why the weapons are different seems to be entirely and simply because whoever wrote that section wrote them that way.
There is no in-game reason for any of it, so it doesn't make in-game sense for those weapons to add supernatural punch damage.
Frankly, I think what happened was that the writer of the Gargoyle weapons simply didn't play by the same rules as KS and/or the other writers.
This happens with Palladium.
ShadowLogan wrote:Killer Cyborg wrote:Well, that wouldn't really describe it.
For one thing the Xiticix weapons work the same way, as do the Bone Weapons the mutants in Madhaven use (iirc).
In all cases the reason why the weapons are different seems to be entirely and simply because whoever wrote that section wrote them that way.
There is no in-game reason for any of it, so it doesn't make in-game sense for those weapons to add supernatural punch damage.
Frankly, I think what happened was that the writer of the Gargoyle weapons simply didn't play by the same rules as KS and/or the other writers.
This happens with Palladium.
Re: WB5 specifically KS is the only credited writer for the book, so it seems he is responsible (I can't say to Bone or Xiticix Weapons in their respective WBs if the author is KS or someone else, IIRC an early Rifter article pre-dates WB23 and it did the same thing).
I Will add that there are additional examples of weapons that add weapon damage on top of Punch/kick damage (I could find in my incomplete library, and I'm sure there is stuff I missed):
-WB5 with the G-10/G-11 Gargoyle PA's vibro-claw damage is weapon plus SN PS, the Gargoyle melee weapons (pg210-3) though interestingly not the Kittani Plasma weapons (pg214)
-WB8's Giant Kami Statues (pg42) when using a weapon doing SN PS plus damage
-WB9's HIAR-22 I-Beam Rifle (pg114) and HRP-1 Plasma Rifle (pg115) both come with a Vibro-Axe that adds damage based on SN PS, the Larhold Saber (pg187), the Stone Axe/Hammers (pg55) both do damage + PS (they have SN PS), the Nazca PA (pg59) has magical V-Blades that do damage plus SN PS (the suit PS is fixed IIRC)
-WB10 Super Hide Armor (pg71, either type) when using claws w/SN PS provide bonus damage, the Man Killer, Spike Armor and Vibro-Spiked Armors (pg69-70) can also provide increase damage IF SN PS involved
-WB14 (pg138) has a War Club for the Mountain Giants
-WB16 (pg99-101) the Colossus Automaton's Iron Mace adds to its punch damage
-MercOps has the Mystic Assault Glove (pg152-3) with an electrified punch doing SN PS + damage
-WB17 (pg131-4) the Avenging Angel 'Borg can add vibro-blade damage with its kick, so can the Thunderstorm (pg221-4) it adds vibro-knuckle damage to punches, IINM some of their other 'borgs also have similar features
-WB23 (pg77-81) has an assortment for the 'bugs
-WB31 TX-001 (pg105) and TX-002 (pg106) Shields add damage to Punch (which is Robotic PS), the X-2525 (pg138-41) forearm buzz saws add to punch damage
-DB3 (pg65-7) Warlock Combat Armor's Vibro-Sword does MD
-DB6 Gona'grek (pg120-1) forearm claws add to punch damage
-Bionics Sourcebook has a few implants that do Damage + PS as a factor: retractable Finger blades (pg92 or 41, this might be regular PS damage bonus), Pneumatic Jackhammer Arm (pg91)
-SB1r Golden Eagle Samas (pg131-3) its fingertip claws add to punch damage
-Megaversally there is the stuff in 1E Robotech Bk6 revised from Mecha-Su-dai for Zentreadi to use (Zentreadi melee damage at the time was different, mentioned more for historical than anything relevant here)
I want to say that this is some type of inherent aspect involved that isn't mentioned that allows them to stack damages in such a fashion. It'd be a lot easier if all these examples involved magic, but there are examples of pure tech involved to. These are presented as exceptions to the rule and should not be used as justification to override the intended rule.
hup7 wrote:First lifting is not related to damage, yes both are related to strength. But it doesn’t follow the same progression nor should it. I will deal with lifting briefly: body matters. You can be strong enough to lift weight, but your arm only has a certain limit before tearing in half – a supernatural MDC creature doesn’t face that limitation (well not unless faced with WAY more force).[
And structure is the next point to be made – yes, a human with equivalent strength can punch a wall but their flimsy squishy flesh will crush and tear. An MDC creature can throw way more into it and thus punch a lot harder. So even if you say a human with PS45 can lift the same as a supernatural PS18 they cannot punch as hard – because their structure is not as hard. And no, it doesn’t matter if they have MDC gloves because their hand is then smushing into the glove.
Great list ShadowLogan here are some more (might be some overlap):
WB2 Atlantis: p45 Knuckle spikes; p122 Staff of Eylor; Staff of All Seeing
WB5 Triax: p210 All of them
WB6 South America: p114 Hunter Cat, p134 Minion of Inix, p136 Pincer Warrior, p144 Transformer (more than meets the eye)
WB7 Undersea: p46 Psiren
WB9 SA2: p55 Pacura Red Giants, p61 VBlades, p138 BloodLizard, p145 Psi-Taur, p186 Larhold Weapons
It seems more this is the standard rather than the “few” exceptions.
Lastly are you talking about the Pogtalian Dragon Slayer from SA1 when you say VK? They are a different case altogether.
hup7 wrote:It seems more this is the standard rather than the “few” exceptions.
Killer Cyborg wrote:I would not stake my life on assuming that KS wrote an entire book, even when he's listed as the sole writer.
It is not unreasonable to assume it, but I feel like there are reasons to suspect it's not always an accurate representation.
ITWastrel wrote:The RUE rule is idiotic, but it's the latest rule, so it's official.
Incredibly stupid, but official.
How stupid is it, you ask?
According to RUE, if a magic sword does 6D6 MD and is swung by a mook with a PS of 8, it still inflicts 6-36MD. Pretty good for a normal guy, right? Your crappy PS doesn't even hold you back. WooHoo, Magic!
A Supernatural creature with a 40SNPS (5D6MD punch), who can literally rip open tanks with her bare hands, does 6D6 MD. Exactly the same effect as the mook, and her SNPS adds NOTHING to the damage of this weapon.
Being strong is useless, OK.
Except...
A titan (SNPS 60) who does 1D6x10MD per punch picks up that sword, and does absolutely no more damage than with his fists.
A magic F-ing sword does NOTHING for the Titan.
The RUE rule is stupid.
ShadowLogan wrote:hup7 wrote:It seems more this is the standard rather than the “few” exceptions.
No these are the "few" exceptions to the rule. The raw number of "exceptions" to the rule IS fairly small overall. Just looking at my list there where what 6 or 7 'bot/PA platforms, seems like more than a "few" (literally), but as part of the overall numbers of 'bot/pa platforms that number into the multi-hundreds (at least 300, and that misses stuff over 12 WB/SBs, and non-Rifts lines like RT or Macross2) they would qualify as "few". These are also the exception to the rule as they specifically state to do X + Y, when the rule is you normally do X or Y.Killer Cyborg wrote:I would not stake my life on assuming that KS wrote an entire book, even when he's listed as the sole writer.
It is not unreasonable to assume it, but I feel like there are reasons to suspect it's not always an accurate representation.
I do not dispute that "ghost writers" could be involved, I merely state who is credited with writing the book. Doesn't KS usually indicate secondary writers for sections in books, or is that a more recent thing?
Blue_Lion wrote:ITWastrel wrote:The RUE rule is idiotic, but it's the latest rule, so it's official.
Incredibly stupid, but official.
How stupid is it, you ask?
According to RUE, if a magic sword does 6D6 MD and is swung by a mook with a PS of 8, it still inflicts 6-36MD. Pretty good for a normal guy, right? Your crappy PS doesn't even hold you back. WooHoo, Magic!
A Supernatural creature with a 40SNPS (5D6MD punch), who can literally rip open tanks with her bare hands, does 6D6 MD. Exactly the same effect as the mook, and her SNPS adds NOTHING to the damage of this weapon.
Being strong is useless, OK.
Except...
A titan (SNPS 60) who does 1D6x10MD per punch picks up that sword, and does absolutely no more damage than with his fists.
A magic F-ing sword does NOTHING for the Titan.
The RUE rule is stupid.
I think you do not see the reason they set it up that way.
Some people felt that the stacking SN punch + WP damage was munchkin.
The rule was written to appease that mindset after years of people playing the game.
Many things in the game do not follow logic you would expect but that does not mean the rules are stupid. This rule does appear to really just an attempt to address something that was getting OP.
My understanding (may be wrong) but creatures wit SNPS would be adding the bonus damage that normal PS adds to sdc attacks but as MD. That means your titian would add 45 MDC to what every MD mellee weapon or his punch damage which ever is higher. So if that is true your titian would be doing 6d6+45MD with the weapon. (then him using a weapon would give him both higher average damage and higher top end damage.)
Killer Cyborg wrote:The RUE rule says that the PS bonus is added as SDC, so if you attack with a sword for 6d6 MD and your PS damage bonus is +15, then you do 6d6 MD + 15 SDC damage, I believe.
narcissus wrote:Killer Cyborg wrote:The RUE rule says that the PS bonus is added as SDC, so if you attack with a sword for 6d6 MD and your PS damage bonus is +15, then you do 6d6 MD + 15 SDC damage, I believe.
This is correct. Dumb, but correct. See viewtopic.php?f=8&t=182370&sid=3e30018a12aafcf1eaa76bc9f74d06a9#p3109728 .
drewkitty ~..~ wrote:narcissus wrote:Killer Cyborg wrote:The RUE rule says that the PS bonus is added as SDC, so if you attack with a sword for 6d6 MD and your PS damage bonus is +15, then you do 6d6 MD + 15 SDC damage, I believe.
This is correct. Dumb, but correct. See viewtopic.php?f=8&t=182370&sid=3e30018a12aafcf1eaa76bc9f74d06a9#p3109728 .
It's only dumb when you are talking about it in the MD/MDC games, when doing battle with MDC beings and mecha.
When you move over into SD/SDC games it is not dumb because that PS SD bonus does effect the combat.
narcissus wrote:Killer Cyborg wrote:The RUE rule says that the PS bonus is added as SDC, so if you attack with a sword for 6d6 MD and your PS damage bonus is +15, then you do 6d6 MD + 15 SDC damage, I believe.
This is correct. Dumb, but correct. See viewtopic.php?f=8&t=182370&sid=3e30018a12aafcf1eaa76bc9f74d06a9#p3109728 .
Nekira Sudacne wrote:narcissus wrote:Killer Cyborg wrote:The RUE rule says that the PS bonus is added as SDC, so if you attack with a sword for 6d6 MD and your PS damage bonus is +15, then you do 6d6 MD + 15 SDC damage, I believe.
This is correct. Dumb, but correct. See viewtopic.php?f=8&t=182370&sid=3e30018a12aafcf1eaa76bc9f74d06a9#p3109728 .
There is however magic items in NPC statblocks that say they turn the SDC bonus into MD when they attack. Lord Coake's statblock has one.
So it's clearly intended, but also apparently intended there to be ways to add it anyway.
Which is fine as a balance thing, I think. To decide they want to hide adding PS damage bonus as MDC behind an equipment wall.
The Dark Elf wrote:TLDR this post but I have one trail of thought.
If you add a spike to a tank track and run me over I dont think the spike is going to create that 1D6 exact damage, the being squashed by a tank overrides it.
The Dark Elf wrote:TLDR this post but I have one trail of thought.
If you add a spike to a tank track and run me over I dont think the spike is going to create that 1D6 exact damage, the being squashed by a tank overrides it.