08-19-2019, 09:58 AM | #21 | |
Join Date: Aug 2018
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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If you're blaming combat skill and luck, then how exactly does "healing" work? Plus: how would combat skill come in to play with EVERY type of damage? If the only thing left to blame is luck: why increase HP at all? Why not just have a "luck divisor" applied to damage against higher level characters? |
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08-19-2019, 11:14 AM | #22 | |
Join Date: Mar 2016
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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08-19-2019, 12:02 PM | #23 |
Join Date: Feb 2016
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Re: Translating the concept of HP from D&D (and the like) to GURPS
Actually, falling damage increases with HP, so HP would not allow for greater fall survivability.
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08-19-2019, 12:14 PM | #24 |
Join Date: Mar 2016
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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08-19-2019, 12:49 PM | #25 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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Also the PHB1 is even more direct: "These hit points represent how much damage (actual or potential) the character can withstand before being killed. A certain amount of these hit points represent the actual physical punishment which can be sustained. The remainder, a significant portion of hit points at higher levels, stands for skill, luck, and/or magical factors." The skill part would cover things like block and parry. Also even now a D&D combat round is six times as long as a GURPS one which so tanks everybody's skill it isn't funny. |
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08-19-2019, 01:09 PM | #26 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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On the original subject: yes, characters don't automatically become more durable as they gain combat skill (though of course you can buy HP or IT(DR)), instead becoming harder to hit, but they also don't particularly scale their damage up. I would be careful about simply making characters more durable, though; GURPS has somewhat slow hit resolution and low hit probabilities, so making it require multiple hits to drop someone could turn combat into a slog. |
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08-19-2019, 01:39 PM | #27 | |
On Notice
Join Date: Aug 2004
Location: Sumter, SC
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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"An object in a collision inflicts dice of crushing damage equal to (HP x velocity)/100" where (for the quick calculation), velocity = square root of (21.4 x g x distance fallen in yards) with g being Earth Gs. (Basic Set 430-431) |
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08-19-2019, 04:24 PM | #28 |
Join Date: Feb 2016
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Re: Translating the concept of HP from D&D (and the like) to GURPS
Yes, if you had two characters (in GURPS) fall 100 yards, they would have a velocity of 47. If the first character had an HP 12 and the above Ablative DR 24, they would suffer 5d+2 damage (an average of 20 points of damage), reducing their Ablative DR to 4 and dealing them 4 points of blunt trauma damage, reducing then to HP 8. If the second character had HP 36, they would 17 dice of damage (an average of 60 points of damage), reducing them to -24 HP.
Of course, HP is much better for some things than Ablative DR (repeated injury, slams, etc.), so the question concerns what is the purpose of the protection. If you want a walking mountain, take HP. If you want someone who survives regardless, take Ablative DR. |
08-19-2019, 05:43 PM | #29 | |
Join Date: Aug 2013
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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"Baseline" PC's are generally 150 CP with max HP suggested to be an additional 30%. So, keeping that progression you could allow HP Max to improve by an extra 10% per 50 CP? Still low numbers compared to D&D but... |
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08-19-2019, 05:50 PM | #30 | |
Join Date: Aug 2013
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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Our 260 muscle man has 13 HP base, our 197 lb martial artist has 14 HP but bought an extra 2 HP (12 HP base). For ours the muscle man will have higher damage potential the the martial artist (13 HP base vs 12 HP base) Makes WAY more sense for our table, but YMMV. |
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hit points |
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