Re: Translating the concept of HP from D&D (and the like) to GURPS
Along with the advantage Luck, don't forget Destiny, Impulse Buys, and Serendipity in your toolkit when looking at GURPS vs D&D.
For a "simple" implementation, Vitality Reserve definitely seems the Least Wrong idea (and I find it handy myself for "temporary HP" equivalent concepts).
On the one hand, I generally prefer going into the mixed grab-bag of traits GURPS has on hand to make a unique build for each character. This way the character gets something that suits their style, and makes it easier to distinguish Fighter A vs Cleric B vs Barbarian C.
On the other claw there's a lot to be said for simple. D&D got this far on buckets of HP based on level, it's clearly not that big a problem for most people vs the playability factor.
The gripping hand is you should do whatever works for you and your tabletop group :)
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