01-19-2014, 12:01 PM | #11 | |
Join Date: Jul 2009
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Re: Any way to mitigate half move/dodge from injury
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Just playing devil's advocate, though. I always assumed the speed reduction was due to actual structural damage; having muscles refusing to work properly and such. |
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01-19-2014, 12:04 PM | #12 | |
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, 12:43 PM | #13 |
Join Date: Dec 2012
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Re: Any way to mitigate half move/dodge from injury
There's definitely room for an Alternate GURPS article that expands on how one should be impacted by wounds. Something that separates scratches (1HP) from minor wounds from serious wounds, and applies longer-term (than 1 second) penalties based upon them.
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01-19-2014, 12:50 PM | #14 | |
Join Date: Dec 2007
Location: Brooklyn, NY
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Re: Any way to mitigate half move/dodge from injury
RPK did it as a new IT:
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01-19-2014, 01:07 PM | #15 |
Banned
Join Date: Aug 2004
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Re: Any way to mitigate half move/dodge from injury
Immunity to Pain wasn't originally conceived as protecting you from Slowing Down, but I can see an argument that it might be overpriced without it. For 15 points you can get +8 to resist Pain, at which point you only fail on 17-18, unless targeted in the brain or vitals. For another 10 points you can buy Injury Tolerance (No Brain, No Vitals).
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01-19-2014, 02:20 PM | #16 | |
Join Date: Mar 2013
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Re: Any way to mitigate half move/dodge from injury
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But frankly, I'd give the guy a lot of luck, HP, and a point of normal DR. I think it's normal even for barbarian bricks to slow down when wounded enough. I do use a house rule that give a character one Luck Point for each five CP of Luck they have. These points can be used like CP in the Power Ups: Impulse Buys books.
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
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01-19-2014, 02:28 PM | #17 | ||
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
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FAQ 5.1.5 Quote:
Last edited by roguebfl; 01-19-2014 at 02:35 PM. |
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01-19-2014, 03:23 PM | #18 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: Any way to mitigate half move/dodge from injury
Autohypnosis 19 allows a one second concentrate roll at -4 to ignore effects of fatigue or injury.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
01-19-2014, 06:07 PM | #19 |
Join Date: Mar 2012
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Re: Any way to mitigate half move/dodge from injury
Is there any reason why you couldn't just ignore that rule entirely in the name of a more "heroic" game rather than for one person to have to work around a mechanic you don't like?
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01-19-2014, 06:12 PM | #20 |
Join Date: Aug 2004
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Re: Any way to mitigate half move/dodge from injury
Buy extra move = to move lost (Only when injured). Lose it, gain it. No penalty. No questions of rules canon.
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dungeon fantasy |
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