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Old 10-29-2019, 05:08 PM   #49
naloth
 
Join Date: Sep 2004
Default Re: Fixing Injury Tolerance [Basic/Powers]

Quote:
Originally Posted by NineDaysDead View Post

1. light wounds:
Understood, system resolution is such that any injury is at least 1 HP. You experience the same problem if you allow a mosquito to do 1 HP damage to a person.

Quote:
2. Cost:
20 points can buy +10HP
50 points can buy +25HP or IT:DR/2
75 points can buy +37HP or IT:DR/2 (Cosmic Rounds down to 0, +50%)
That isn't a mechanics issue. It's the same issue you generally face you're using IT:DR to represent "half damage from fire attacks"

Other things not covered:
- "Massless HP" affects healing, since regeneration scales with more HP but not every ability scales. This introduces a bit of ambiguity -> regeneration scales, but does the Healing advantage or Healing college?

- HP also determines crippling and dismemberment.

- HP generally affects weight so you'll have to decide how much is massless. If you build a human sized and shaped robot, should it have x2 HP and human weight*? Should an elemental the size of a person weigh what a person does but have x4 the normal HP plus homogeneous? Should vehicles only use half their ST/HP for slams/collisions?

- For inanimate objects you use ST = HP as determined by weight in the back of Campaigns. Massless affects how the HP is handled for slams. Would it also affect Knockback? After all, you normally base that off ST, not HP.

I suspect it's better to use HP based off weight and Injury Tolerance to handle structural differences.

*Note that tough things get more HP for weight normally. Making some of this "massless" effectively give them less HP to base weight on. HP 10 is 125 lbs of living critter, but only 16 lbs of machine, and 2 lbs of solid iron.

Last edited by naloth; 10-29-2019 at 05:14 PM.
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