08-22-2019, 11:06 AM | #51 |
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
That's not a problem with levels, that's just a side effect of the power curve. Point-based games often have a higher base power level with less variance over the course of the campaign, but that's not an intrinsic feature of point based vs level based, it's just a game design decision.
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08-22-2019, 07:22 PM | #52 | |
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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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Better yet there is even some ideas on using a 3d6 rather then the d20 which makes comparison easier though it does change the dynamics of AC by a large margin. |
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08-23-2019, 03:32 AM | #53 | |
Join Date: Nov 2015
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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But I've been playing D&D for about 30 years and I really don't worry about it, and AD&D was much worse, since rounds didn't last 6 seconds as far as I remember. I don't remember convoluted tables for hitting someone, it's been like that since 3.0, unless you're talking about THAC0, but even then, it was a couple of numbers, not tables, that would be Rolemaster or similar games... Edit regarding the HP issue: I would start by removing shock and penalties for low health. Remove the rolls for unconsciousness and replace death rolls with unconscious. But honestly, I'd be very wary of any change, since the rest of the rules support characters that don't want to get hit, but fall rather quicky if they are. Last edited by Aldric; 08-23-2019 at 03:38 AM. |
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08-23-2019, 08:19 AM | #54 | ||
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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Quote:
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08-23-2019, 10:09 AM | #55 |
Join Date: Aug 2004
Location: Cockeysville, MD
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Re: Translating the concept of HP from D&D (and the like) to GURPS
As an anecdote, I ran a GURPS conversion of a D&D adventure I had previously played in D&D 5th edition. What struck me, after reflecting on how each games went, was how many of the combats played out very similarly. The only difference was that in D&D, it was "hit, damage, miss, hit, damage...." and in GURPS it was, "attack, defend, attack, defend, attack, hit, damage...".
This really hammered home the idea that D&D HP was really just a timescale for the battle, and reflected skill, luck, etc., not physical damage. The real difference IMO, was that GURPS combat was more exciting. It didn't happen often, but there was always that chance that a lucky blow would end the combat early. This was way more interesting than just hammering on piles of HP, turn after turn. So, I am hesitant to ever add tons of HP to enemies.
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--- My Blog: Dice and Discourse - My adventures in GURPS and thoughts on table top RPGs. |
08-23-2019, 11:49 AM | #56 | |
Join Date: Aug 2007
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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That was only in the DMG. In the PHB they had some really complicated tables for weapon v. armor with individual modifiers for every weapon and every AC. Rolemaster was easy by comparison. 7D
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Fred Brackin |
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08-23-2019, 12:21 PM | #57 | |
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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"In adventuring below ground, a turn in the dungeon lasts 10 minutes (see also MOVEMENT). In combat, the turn is further divided into 10 melee rounds, or simply rounds. Rounds are subdivided into 10 segments, for purposes of determining initiative (q.v.) and order of attacks. Thus o turn is 10 minutes, a round 1 minute, and a segment 6 seconds." (PHB1 pg 39) "Because a round is a full minute long, dexterity seldom is a factor in the determination of which side acts first" (PHB1 pg 104) "The 1 minute melee round assumes much activity - rushes, retreats, feints, parries, checks, and so on." (PHB1 pg 105) "A round is approximately one minute long. Ten combat rounds equal a turn" (PBH2 pg 122) It wouldn't be until D&D 3.0 (in 2000) that this changed: "A round represents 6 seconds in the game world." (PHB3 pg 117) Since the 6 second combat round has only been around at best for 19 years anyone with experience longer then that will have had to deal with the 1 minute combat round. A GURPS character would totally bury a AD&D 1-2 character. Last edited by maximara; 08-23-2019 at 12:55 PM. |
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08-23-2019, 02:57 PM | #58 |
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
Save or Die effects in D&D did the same thing. They're de-emphasized in recent editions because it turns out most gamers don't like them (it's a fine line between too much randomness and too little, but full to down between actions is usually deemed excessive).
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08-23-2019, 03:33 PM | #59 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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08-23-2019, 05:06 PM | #60 |
Join Date: Feb 2016
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Re: Translating the concept of HP from D&D (and the like) to GURPS
I had forgotten how much 1e sucked. In GURPS, a skill 10 charter will hit a dodge 10 character 15 times in one minute (and get one critical success). To hit only once in a minute, a 1e character would have to possess skill 5 versus a dodge 10.
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hit points |
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