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Old 08-18-2019, 09:19 AM   #6
AlexanderHowl
 
Join Date: Feb 2016
Default Re: Translating the concept of HP from D&D (and the like) to GURPS

Quote:
Originally Posted by shawnhcorey View Post
You can always buy more HP at 2 character points per level. B16
Ablative DR has many advantages over HP. Not only does it absorb damage, which protects against injury, side effects, and symptoms, it also protects against Afflictions and any attack with Blood Agent or Contact Agent. It also protects against crippling and shock.

For example, compare two ST 12 and HT 12 characters, one with the above Ablative DR 12 and one with HP 24. Let us imagine that they suffer an attack by a Toxic Attack 10d (Area Effect, 32 yards, +250%; Blood Agent, +100%; Persistent, +40%). Since a Blood Agent has to touch an open wound or mucous membrane to have any effect at all, the character with the above Ablative DR suffers no damage or injury, so their Ablative DR remains at 12. Conversely, the character with HP 24 suffers 35 damage and must make a HT roll to check for a major wound and for unconsciousness, have a 50% chance that they will remain in the cloud for another turn.

Let us assume that the same character are shot in the eye be a .40 for 2d pi+ damage. If we assume average damage of 7, the character with the above Ablative DR just reduces their DR to 5 and runs to cover. The character with HP 24 suffers a blinding injury to the eye and, which is worse, the entire damage counts as if to the skull without DR 2, meaning they suffer 28 points of injury and must make a HT rolls to avoid knockdown (-10), stunning, and unconsciousness.
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