One of the holdovers from GURPS' early days is its peculiar Strength Damage Table. It's a pure table lookup, with odd breakpoints and some effects that inform the game in unfortunate ways. It's also one of the most-discussed systems for houserules, with many heavy hitters like tbone and even the GURPS Line Editor Sean Punch suggesting new ways to figure damage.
This is my own rewrite of the Damage Table, using a different progression for thrust and swing damage. Past ST 7, thrust damage increases by 1 step every 3 ST, and swing damage increases by 2 steps every 3 ST. A bonus is that there are no 'dead zones' in this progression, unlike RAW 7-8 or 27-28 or 31-32, where damage doesn't increase at all, giving you limited value for your 10 points.
Why bother? By the book, swing damage increases too quickly, turning modestly strong characters into human guillotines who can ignore most low-tech armor as if it wasn't there. Using Edge Protection rules (aka "Blunt Trauma and Edged Weapons" from Low-Tech p.102) helps with the armor problem a bit, but even so, swung edged weapons have so much power that they remain the go-to against targets in heavy armor, which is the exact opposite of what history shows us.
Additionally, at the high end of the RAW progression, swing damage tops out at 2d more than thrust damage, which doesn't make sense to me. If the swung object is supposed to be a lever, it should multiply the effect of your ST, instead of adding a flat +2d whether you're Spider-Man or the Hulk.
Speaking of Supers, there's a lot more to be said about how to handle super levels of ST in GURPS (yes, another thoroughly discussed subject that I will nonetheless weigh in on). I'll do that in another post.
|RAW progression||modified progression|
RAW=Rules As Written