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Old 08-20-2019, 06:59 AM   #37
maximara
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Default Re: Translating the concept of HP from D&D (and the like) to GURPS

Quote:
Originally Posted by Thamior View Post
I like vitality reserve but it needs a bit of tweaking IMHO. First, 1 hp / day is pretty steep and it isn't scalable at all. On top of having to succeed at HT roll. I would either tie it to the whole number of points and make it regen 20% every day. Or make a specific fast healing advantage for them that would take care of it.
Also need to tweak magical healing. This could be pretty interesting actually. In 4th edition of D&D there were healers whose abilities were not tied to magic. Also in Lord of the Rings Online60 points/ there is Captain class which iirc do the same thing. So we could have totally separate replenishing abilities that deal with physical HP and VR, and also those that could replenish both in whichever order.
Regeneration (on its own or as an enhancement) is what you are looking for not Vitality Reserve or Healing.

Off the cuff way to do it:

Vitality Reserve alternative: Regeneration (Fast) - 50 points to recover 1 HP per minute
Magic Healing alternative: Affliction (Regeneration (Fast), [+500%] , Magical [-10%]) - 59 points/level

The GURPS wiki consolidates the information that is, IMHO, spread out through way too many books. It is now set up along the lines of The Hypertext d20 SRD ie just enough information so you have a reasonable grasp of what you are doing but not enough to where you don't need the books.

Last edited by maximara; 08-20-2019 at 07:07 AM.
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