01-10-2019, 08:26 AM | #1 |
Join Date: Oct 2012
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Persistent Shock Penalty
Trait Alteration.
Persistent Shock Penalty. Shock penalty is now persistent. Any penalty received from shock from injury persists. The penalty is reduced by one level per second until it has been reduced to zero. If multiple injuries are suffered, use only the highest penalty as the current level. Because of this game mechanic, High Pain Threshold and Low Pain Threshold are priced differently. High Pain Threshold. Cost 3/6/9/12. Up to 4 levels. Each level of High Pain Threshold reduces the penalty from shock by one level. Thus, with three levels of High pain Threshold, only an injury that would have produced a -4 shock penalty has any effect on the individual, and then the penalty is only -1. Low Pain Threshold. Cost 20 points. Because the shock penalty is doubled, and because shock penalty is now persistent, it may take a very long time for an individual with this trait to recover from shock penalty. If the maximum penalty is incurred (-8), it will take 8 seconds to fully recover (as described above). |
01-10-2019, 10:05 AM | #2 |
Join Date: Sep 2004
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Re: Persistent Shock Penalty
On one hand, it makes shock much more relevant and low pain threshold somewhat less of a relative drawback. On the other hand, it adds to book keeping. It sounds like a nice idea, but I'm not sure I like it enough to keep track of it.
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01-10-2019, 10:23 AM | #3 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Persistent Shock Penalty
Leveling high pain threshold is awesome. I'd have preferred if it still ended up being divisible by 5, but I really like the idea.
I've seen schemes that inflict persistent pain penalties on the victim after injury before, but usually they have an instant shock penalty and then a permanent penalty that doesn't go away until bandaged.
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01-10-2019, 11:58 AM | #4 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Persistent Shock Penalty
Leveled high pain threshold already exists. It's bought as Resistant to Pain +3/Resistant to Pain +8/Immunity to Pain. See p. 23 in GURPS Powers: The Weird for the definition and p. 34 for an ability built with in, Impassivity. I thought it made more sense to fit it into the Resistant/Immunity structure than to make it a leveled trait of the usual sort.
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Bill Stoddard I don't think we're in Oz any more. |
01-10-2019, 12:34 PM | #5 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Persistent Shock Penalty
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That's leveled resistance to pain, which is useful and nice. The thing I really like is resistance to shock, as opposed to immunity to it.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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01-10-2019, 12:50 PM | #6 |
Join Date: Aug 2018
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Re: Persistent Shock Penalty
High Pain Threshold (Aftermath: -1 to IQ+DX) : profit?
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01-10-2019, 02:54 PM | #7 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Persistent Shock Penalty
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I'm not sure how to break this down. Maybe immunity to shock is 5/2/1, and immunity to pain without immunity to shock is 30/15/10, so the two add up to 15? That would make the arithmetic more complicated for immunity to pain including immunity to shock, though!
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Bill Stoddard I don't think we're in Oz any more. |
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01-11-2019, 10:33 PM | #8 |
Join Date: Aug 2004
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Re: Persistent Shock Penalty
I was never a big fan of HPT's complete removal of penalties; I like more level-based approaches (though HPT does have a lovely simplicity).
For the amusement of tinkerers, here are my ancient 3e house rules for leveled high pain threshold: High Pain Threshold (revised)Amusing, but very old; needs revision/updating. (For example, "subtract 6 from shock penalties" doesn't even make sense in 4e, where penalties max at -4.) And the stuff about the dangers of not feeling pain, while interesting, isn't necessarily what players want as part of their tough-guy character concepts. It should probably be broken off into its own disad for the niche designs that would use it. === Anyway, the other scheme I've vaguely played with in my head – no worked-out detail, no testing - is simple doubling of the damage that causes each level of shock penalty. Like this: Damage: Shock penaltyHow to use it: There'd be no "max -4" cap on shock; -5 or higher penalties would be possible (if unlikely to occur often). High Pain Threshold could be a leveled advantage: each level reduces shock penalties by 1 (i.e., effectively halves damage for shock purposes). Two levels would reduce, say, a penalty of -5 to -3, effectively reducing the shock from 16+ damage to that of only 4+ damage. Levels of HPT would also add directly to rolls to resist pain spells, etc. There would presumably be some max level of HPT (5 levels?) at which no shock penalties apply at all. Low Pain Threshold would work in reverse: each level of it would add 1 to shock penalties (effectively treating damage as doubled for shock purposes). Specific types of attacks ("pain whips", etc.) or targets (groin, etc.) would have similar effects: treat shock as 1 level higher for groin hits, etc. That's about it for now. Not terribly different from how HPT and LPT currently work, but tweaked for a level-based approach. Final note: You could of course rework that progression to mimic the Size & Speed/Range progression: Damage: Shock penaltyThat's definitely more harsh - though maybe that's realistic? But if using that progression, I'd make levels of HPT relatively low cost, and encourage players to take a level or two. === Final topic: the persistent penalty aspect, per the thread title. The only thing I've every played with in this area is this simple idea: Shock penalties do not disappear automatically at the start of the turn; they can persist, and even accumulate.That's all. I think it's interesting and even works well – except for the obvious flaw, the bookkeeping aspect. You have to keep tabs on the current shock penalty of each character, and there are lots more HT rolls in combat. (I wouldn't be surprised if SJG tinkered with such an idea in the design stage, and rejected it for the extra hassle.) === And that's about all I got on pain in GURPS. Maybe something in there is of interest to somebody.
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01-12-2019, 02:41 AM | #9 | |
Join Date: Aug 2018
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Re: Persistent Shock Penalty
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HPT could then be a bonus to this roll, and you could roll immediately (if applying shock to active defense, you normally don't) instead of before start of turn |
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01-12-2019, 07:47 AM | #10 | ||
Join Date: Aug 2004
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Re: Persistent Shock Penalty
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Revisiting the topic here, though, that doesn't sound bad! Maybe that's as it should work. Will put it on the "test this!" list.
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T Bone GURPS stuff and more at the Games Diner: http://www.gamesdiner.com Twitter: @Gamesdiner | RSS: here ⬅︎ Updated RSS link | This forum: Site updates thread (occasionally updated) (Latest goods on site: GLAIVE Mini levels up to v2.4. Update to melee weapon design tool, with more example weapons and commentary.) |
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Tags |
pain, penalty, persistent, shock, threshold |
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