10-19-2018, 05:42 AM | #11 |
Join Date: Feb 2016
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Re: Vitality Reserve and crippling injury
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10-19-2018, 09:44 AM | #12 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Vitality Reserve and crippling injury
Vitality Reserve was never intended to be realistic or to behave logically!
It was intended to offer options similar to the many totally cinematic rules that allow spending character points or FP to mitigate injury, but only to specific characters who buy the benefits . . . and it was meant to grow more effective in proportion to points spent, for campaigns where a one-point perk that switches on an option isn't satisfactory. Those decisions were to allow for possibilities such as it being a power for some supers but not others, or for some supers more than for others – or even a special trait for some characters in crossworld settings (e.g., a "toon" in an otherwise realistic world). As for how it's supposed to work: It's just like DR (Ablative), but it's blown away by injury rather than damage. This has pros and cons, as the FAQ explains. If someone has VR 10, HP 16 and is hit in the arm by a rifle that does 17 points of penetrating damage, those 17 points blow away the 10 points of VR and inflict an actual 7 HP on the arm. That's not enough to cripple the arm. The second shot could work in one of two ways:
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
10-19-2018, 10:36 AM | #13 | |
Join Date: Sep 2014
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Re: Vitality Reserve and crippling injury
Quote:
Shouldn't it be limited to campaigns where Accumulated Wounds optional rule is on?
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When in deadly danger, When beset by doubt, Run in little circles, Wave your arms and shout. Last edited by Erling; 10-19-2018 at 10:46 AM. |
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10-19-2018, 11:04 AM | #14 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Vitality Reserve and crippling injury
The point is that VR doesn't care about status effects: crippling, knockdown, reduced Move and Dodge, shock, stun, unconsciousness, etc. It soaks injury before those are considered. Only injury remaining after no VR remains is counted as HP and used in formulas like HP/2 or -1×HP.
On the other hand, because VR soaks injury and not damage, wounding modifiers – for damage type, hit location, Vulnerability, anything – do matter.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
10-19-2018, 12:32 PM | #15 |
Join Date: Aug 2018
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Re: Vitality Reserve and crippling injury
If it works like Ablative DR, could you buy VR 5 (Legs Only -20%) for 8 points instead of 10, so that it only prevents injuries to the legs but not elsewhere?
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10-20-2018, 02:15 PM | #16 |
Join Date: Feb 2016
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Re: Vitality Reserve and crippling injury
DR (Ablative, -80%; Flexible, -20%; Force Field, -20%) 10 would be 10 CP, which is the same cost as Vitality Reserve 5 (if I remember correctly). In effect, ADR gives twice the benefit of VR, though it is subject to armor modifiers.
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10-22-2018, 11:43 AM | #17 |
Join Date: Aug 2018
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Re: Vitality Reserve and crippling injury
More than being twice the levels, Force Field would also protect your gear, and DR is subtracted from basic damage before wounding multipliers, vitality reserve is subtracted from the injury resulting from the multiplier being applied to the damage.
Flexible also has the issue of Blunt Trauma getting through, and DR designed in a power can do Power Block while I don't know that Vitality Reserve could do that. I'm not sure how Power Block would work with Ablative DR though. If you make 10 DR temporarily into 20 DR against a 10 damage attack, after the Power Block is done I'm not sure if you'd be down to 0 DR or perhaps 5 DR. A similar dilemma as getting hit with an Armor Divisor (0.5) limited attack. |
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crippling, vitality reserve |
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