01-19-2014, 09:10 AM | #1 |
Join Date: May 2010
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Any way to mitigate half move/dodge from injury
Hi guys,
We're starting up our first ever GURPS DF campaign (Actually continuing a Rise of the Runelords Pathfinder campaign with GURPS rules..but that's another story). One of our character is a Barbarian type character. High speed, High ST & HT, Tuff as hell, etc... The campaign will have its fair share of big bad monster which could easily bring our barbarian friend to a 1/3 of his HP in one hit. However, once he's down to 1/3 of his HP a lot of his defining features are obliterated. One bad hit and he's now a slow moving hunk of meat who better have put on a big plate of armor in the morning. So my question is: is there something in the rules to reduce/delay the effect of the 1/3 HP. Did a scan through a bunch of my GURPS book and couldn't find any advantage or technique or etc... that would help with this.. Is there something that exists that'd take care of this? Thanks!! |
01-19-2014, 09:21 AM | #2 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Any way to mitigate half move/dodge from injury
Immunity to Pain (Divine Powers) reasonably allows this.
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01-19-2014, 09:30 AM | #3 |
Join Date: Nov 2006
Location: Fayetteville, Arkansas
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Re: Any way to mitigate half move/dodge from injury
The solution I had before pain immunity came about was Supernatural Durability (dies normally -80%) [30]
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01-19-2014, 09:50 AM | #4 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Any way to mitigate half move/dodge from injury
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01-19-2014, 10:05 AM | #5 |
Join Date: Aug 2004
Location: Hannover - Germany
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Re: Any way to mitigate half move/dodge from injury
Why not use things like the fleshwound rule, so he can ignore the inconvenient hit or give him luck to reroll his dodge.
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01-19-2014, 10:08 AM | #6 |
Banned
Join Date: Aug 2004
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Re: Any way to mitigate half move/dodge from injury
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01-19-2014, 10:22 AM | #7 |
Join Date: Aug 2004
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Re: Any way to mitigate half move/dodge from injury
Kromm recently declared this [here] to be a way to do it. 30 is still a lot to pay for for just freedom from the slowdown, though. I've pegged it at 15 for my own games, and 20 is not unreasonable. A -30% to -50% Limitation on the Immunity should cover that.
I'm not too keen on that ruling, since the slowdown effect's connection to pain seems only tangential, but there you are. IMO, it should be bought separately from pain resistance. |
01-19-2014, 11:29 AM | #8 | |
Join Date: May 2013
Location: Ellicott City, MD
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Re: Any way to mitigate half move/dodge from injury
Quote:
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01-19-2014, 11:32 AM | #9 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Any way to mitigate half move/dodge from injury
Another way is you buy Vitality Reserve where injury is applied to the reserve before HP, hence delaying hitting the 1/3 level more effectively than increased HP.
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01-19-2014, 11:55 AM | #10 |
Join Date: Aug 2004
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Re: Any way to mitigate half move/dodge from injury
...
Do you mean in RL, or in the game? I can't say as to the former, but the latter seems to me to be less than completely true. For instance, a character with High Pain Threshold could be nickeled and dimed down to 1/3 HP without feeling any discomfort at all, but will still be at half move and dodge. |
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dungeon fantasy |
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