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Old 08-19-2019, 08:58 AM   #18
Thamior
 
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Join Date: Nov 2004
Location: Moscow, Russia
Default Re: Translating the concept of HP from D&D (and the like) to GURPS

Quote:
Originally Posted by maximara View Post
One thing to look at is what D&D HP represents in terms of GURPS and for that the older versions are slightly more help then the newer ones. "Thus, the majority of hit paints are symbolic of combat skill, luck (bestowed by supernatural powers), and magical forces" (PHB1 pg 34)

Heck, the PHB1 flat out stated just how absurd viewing HP as actual physical damage was: "Let us suppose that a 10th level fighter has 55 hit points, plus a bonus of 30 hit points for his constitution, for a total of 85 hit points. This IS the equivalent of about 18 hit dice for creatures, about what it would take to kill four huge warhorses. It is ridiculous to assume that even a fantastic fighter can take that much punishment. The some holds true to a lesser extent for clerics, thieves, and the other classes."

Murphy's Rules had several jokes that all revolved around the misconception that HP did represent physical damage.

This is why the D&D to GURPS page over on GURPS wiki is so vague on exactly what D&D HP equate to

I should point out that Cinematic Advantages can exist in the realistic rule set.
Yeah, considering this I am more and more inclined to do something akin to making a reserve or allowing to spend points to shrug off damage like in cinematic options and/or power-ups. That would be the most accurate representation.
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