Archived from groups: rec.games.frp.gurps (
More info?)
On Sat, 02 Jul 2005 12:48:55 -0700, roguebfl@gmail.com wrote:
> mathilda wrote:
>> Ohhh, look I can swing this 20lb hammer with one hand really fast but I only do 1d-1?
>
> Who says they swing it "Fast" should they can swing it one handed, but
> that does not means they can swing it effectively 8)
>
> BUT also remember out side of supers your lifting ST and Striking ST
> should Not be that different.
>
> just like the limits on buying Enhanced move, Extra HP etc.
Yep. This has been really educational. Since the issue really will only
apply to one or two characters, I've come up with a compromise based on
what I've read here and on how I see Lifting and Striking Strength.
I see Lifting ST as beeing the raw force able to be applied. Striking ST
is the ability to effectively apply that force, and the rate of
application. So, since lighter weapons have a higher percentage of their
energy delivered by velocity than heavier weapons will tend to have,
Striking ST is more effective at that end. The justification I've seen for
the higher Striking ST (higher than normal speed, without the bulging
biceps which would slow them down, faster twitching muscles) was I think a
reasonable one, and quite with the concept without getting ridiculous.
However, as was pointed out, Lifting ST becomes important as the weapons
weight increases.
So, based on that my rule is.
For those where Striking ST or Lifting ST is not the same as Base ST in
determining Minimum ST:
If the weapons weight is less than half Striking ST, use Striking ST.
For weapons weighing up to Striking ST, use Base ST.
For weapons over that, use Lifting ST.
Exceptions, muscle-powered missile weapons always use Base ST, except
Crossbows (and other preprepared weapons), which are reloaded based on
Lifting ST.
This should cover the huge hammer arguments and the holding the rifle
steady arguments. I thought the latter was actually a very good argument,
since a heavier weapon takes some of the recoil out of the equation and
tend to be aimed, making the rate of change less applicable. Still, when
you look at swords and such, the rate of being able to apply that force is
very important in control. Fatigue issues do apply, since as a weapon
becomes a greater proportion of the user's Lifting ST, it becomes more
tiring to use, but is set against inefficiently swinging a weapon takes
far more energy.
Thanks again for all the help this has been.
Voidsinger