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Armor divisor

 
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Tobias Heidelmann

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Since: Apr 10, 2006
Posts: 12



(Msg. 1) Posted: Tue Sep 12, 2006 10:55 am
Post subject: Armor divisor
Archived from groups: rec>games>frp>gurps (more info?)

Hi,
i want to create a critter with sharp claws. These claws should cut
through metal like a hot knife through butter.
the best idea i come up with is using the armor divisor enhancement.
should this enhancement be used? the description tells me not to. Anyone
know why? Any alternatives?

Tobias

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WDS

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Since: Apr 19, 2005
Posts: 651



(Msg. 2) Posted: Tue Sep 12, 2006 2:48 pm
Post subject: Re: Armor divisor [Login to view extended thread Info.]
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Tobias Heidelmann wrote:
> i want to create a critter with sharp claws. These claws should cut
> through metal like a hot knife through butter.
> the best idea i come up with is using the armor divisor enhancement.
> should this enhancement be used? the description tells me not to. Anyone
> know why? Any alternatives?

This is going to be heresy to some other posters here but just make the
critter the way you want it to be. Don't worry about "costs" and such.
Do you think someone sat down and priced out the point cost of a dog
or horse? Ok, someone probably did. The same guy who built a bicycle
using the vehicle rules.

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David Johnston

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Since: Apr 14, 2006
Posts: 181



(Msg. 3) Posted: Tue Sep 12, 2006 4:55 pm
Post subject: Re: Armor divisor [Login to view extended thread Info.]
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On Tue, 12 Sep 2006 12:55:55 -0600, Jefferson
<Jeff_Wilson63.RemoveThis@bigfoot.com> wrote:

>Tobias Heidelmann wrote:
>
>> i want to create a critter with sharp claws. These claws should cut
>> through metal like a hot knife through butter.
>> the best idea i come up with is using the armor divisor enhancement.
>> should this enhancement be used?
>
>Are you building the critter with points? If no, then there's no
>problem.
>
>> the description tells me not to. Anyone know why?
>
>Because claw damage is based on ST, so you should apply the
>enhancement to ST, but not all of it, only the part which applies
>to claws.

Which part doesn't apply to claws?
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Ben Finney

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Since: Jul 31, 2006
Posts: 55



(Msg. 4) Posted: Tue Sep 12, 2006 8:55 pm
Post subject: Re: Armor divisor [Login to view extended thread Info.]
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"WDS" <Bill.DeleteThis@seurer.net> writes:

> This is going to be heresy to some other posters here but just make
> the critter the way you want it to be. Don't worry about "costs"
> and such.

That works fine, so long as the "critter" isn't meant to be a player
character. GM-run characters can be built without regard to point
costs. The introduction to chapter 16 (p. B455) is explicit that
animals designed as adversaries should just be described in terms of
their abilities, and only characters should be built with full
statistics.

What you suggest is no heresy, it's straight from the rulebook.

--
\ "I got some new underwear the other day. Well, new to me." -- |
`\ Emo Philips |
_o__) |
Ben Finney
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"Peter Knutsen

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Since: May 03, 2005
Posts: 395



(Msg. 5) Posted: Wed Sep 13, 2006 4:55 am
Post subject: Re: Armor divisor [Login to view extended thread Info.]
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David Johnston wrote:
> <Jeff_Wilson63 RemoveThis @bigfoot.com> wrote:
>>Because claw damage is based on ST, so you should apply the
>>enhancement to ST, but not all of it, only the part which applies
>>to claws.
>
> Which part doesn't apply to claws?

Presumably, only the part of ST which is Striking ST applies to the
claws. IIRC Striking ST costs 5 points per level, whereas overall ST
costs 10 points per level.

Therefore for many characters an easily solution would be to apply half
the cost of the Armor Divisor enhancement to the character's ST. I don't
recall what the Armor Divisor enhancment is, but if it is 40%, then
you'd apply 20% to the character's ST. If the character's ST is 12, then
he must pay a further 24 points to have the Armor Divisor in his claws
(plus the normal 20 points, for "buying up" his ST from the default
value of 10).

--
Peter Knutsen
sagatafl.org
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All hail Discordia

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Since: Jun 12, 2006
Posts: 13



(Msg. 6) Posted: Wed Sep 13, 2006 4:55 am
Post subject: Re: Armor divisor [Login to view extended thread Info.]
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On Wed, 13 Sep 2006 09:48:21 +0200, "Peter Knutsen (usenet)"
<peter.RemoveThis@sagatafl.invalid> wrote:

>David Johnston wrote:
>> <Jeff_Wilson63.RemoveThis@bigfoot.com> wrote:
>>>Because claw damage is based on ST, so you should apply the
>>>enhancement to ST, but not all of it, only the part which applies
>>>to claws.
>>
>> Which part doesn't apply to claws?
>
>Presumably, only the part of ST which is Striking ST applies to the
>claws. IIRC Striking ST costs 5 points per level, whereas overall ST
>costs 10 points per level.
>
>Therefore for many characters an easily solution would be to apply half
>the cost of the Armor Divisor enhancement to the character's ST. I don't
>recall what the Armor Divisor enhancment is, but if it is 40%, then
>you'd apply 20% to the character's ST. If the character's ST is 12, then
>he must pay a further 24 points to have the Armor Divisor in his claws
>(plus the normal 20 points, for "buying up" his ST from the default
>value of 10).

The point value of Armor Divisor depends on how much the divisor is...

You could buy Claws + Armor Divisor & Striking ST + (from Powers 79)
"One Attack Only -60%"

Paraphrase: Simulates a relatively week creature with one strong
attack type.

Assuming switchable claws... like a cat's, Wolverine's etc. The
rational could be that when the claws are deployed different groupings
of muscles are used. When the claws are retracted to handle food or
walking the "regular" muscles are used.
--
Grant
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"Peter Knutsen

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Since: May 03, 2005
Posts: 395



(Msg. 7) Posted: Wed Sep 13, 2006 8:55 am
Post subject: Re: Armor divisor [Login to view extended thread Info.]
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Bent C Dalager wrote:
> Peter Knutsen (usenet) <peter.RemoveThis@sagatafl.invalid> wrote:
>>Therefore for many characters an easily solution would be to apply half
>>the cost of the Armor Divisor enhancement to the character's ST.
>
> This seems to me to be the correct solution (if a bit outside the
> trodden track), but does this also mean that the character should have
> to pay for this enhancement on his first 10 ST points? While he gets
> ST 10 (+0%) for free, I don't see that he should be getting ST 10
> (+20%) for free - he should be forced to pay for those 20% (i.e. 20
> points in this case) or else start with a correspondingly lower ST
> (around Cool.

Yes, that's what I'm saying.

--
Peter Knutsen
sagatafl.org
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Tobias Heidelmann

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Since: Apr 10, 2006
Posts: 12



(Msg. 8) Posted: Wed Sep 13, 2006 11:55 am
Post subject: Re: Armor divisor [Login to view extended thread Info.]
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Bent C Dalager wrote:
> In article <ee6co9$f45$1@janice.cs.uni-dortmund.de>,
> Tobias Heidelmann <tobias.heidelmann.RemoveThis@cs.uni-dortmund.de> wrote:
>
>>Hi,
>>i want to create a critter with sharp claws. These claws should cut
>>through metal like a hot knife through butter.
>>the best idea i come up with is using the armor divisor enhancement.
>>should this enhancement be used? the description tells me not to. Anyone
>>know why? Any alternatives?
>
>
> If you buy armor divisor for a regular attack, you probably need to
> add the armor divisor enhancement as a mandatory modifier to buying
> the ST stat. I am not sure if you should require that the first 10 ST
> points also have this modifier, thereby introducing a starting "tax"
> for characters with this ability, but you probably should.
>
> The reasoning is that the ST stat increases the weapon's damage, and
> the more damage you do the more useful is the armor divisor. You need
> to pay for this advantage.
>
> You might get away with charging the enhancement cost only for the
> "Striking Strength" part of the ST cost, don't know.
>
> At any rate, this all gets incredibly complicated and so you're
> probably better off simply not going there Smile
>
> Cheers
> Bent D
thanks for the ideas, but i do not want the attack to do more damage, i
just want a reduced protection from armor. and only when claws are
concerned. if the critter attacks with a weapon the damage should be
normal.
yo ar eright. it is complicated.
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Tobias Heidelmann

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Since: Apr 10, 2006
Posts: 12



(Msg. 9) Posted: Wed Sep 13, 2006 11:55 am
Post subject: Re: Armor divisor [Login to view extended thread Info.]
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Bent C Dalager wrote:
> In article <4507b7c0$0$140$157c6196@dreader1.cybercity.dk>,
> Peter Knutsen (usenet) <peter RemoveThis @sagatafl.invalid> wrote:
>
>>Therefore for many characters an easily solution would be to apply half
>>the cost of the Armor Divisor enhancement to the character's ST.
>
>
> This seems to me to be the correct solution (if a bit outside the
> trodden track), but does this also mean that the character should have
> to pay for this enhancement on his first 10 ST points? While he gets
> ST 10 (+0%) for free, I don't see that he should be getting ST 10
> (+20%) for free - he should be forced to pay for those 20% (i.e. 20
> points in this case) or else start with a correspondingly lower ST
> (around Cool.
>
> Cheers
> Bent D
i agree. i guess i will try it and see where it leads.
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"Peter Knutsen

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Since: May 03, 2005
Posts: 395



(Msg. 10) Posted: Wed Sep 13, 2006 5:55 pm
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Bent C Dalager wrote:
> If you don't want the attack to be tied to the ST stat, you should buy
> it as a Striker (or Innate Attack? - don't recall). Then the Armor
> Divisor enhancement can be used as is I think.

Without having read the Striker entry, I'd assume the same. However, why
purchase a separate attack power if his character already has a high ST?

--
Peter Knutsen
sagatafl.org
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Tobias Heidelmann

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Since: Apr 10, 2006
Posts: 12



(Msg. 11) Posted: Thu Sep 14, 2006 9:55 am
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yeah, thats what i found yesterday.
Innate Attack (imp or cut) 1, melee attack (St-based)+100%, armor
divisor x.
that is what i did. explicit claws are not neccessary.

thanks for all contributions.
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