10-30-2019, 03:33 PM | #61 | |
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Re: Fixing Injury Tolerance [Basic/Powers]
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10-30-2019, 03:46 PM | #62 |
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Re: Fixing Injury Tolerance [Basic/Powers]
I switched to the DF rules for Slams and haven't seen an issue. It gets rid of the HP from the calculation.
For the IT:DR issue of minimum damage being 1 HP, I usually go with a combination of DR and IT:DR to facilitate the characters' toughness. A character with IT:DR /10 is less survivable than a character with DR 5 and IT:DR /5 when dealing with small amounts of damage. I always think about that and work it into the build. Or just some Cosmic (Rounds fractions down) on IT:DR. |
10-30-2019, 04:18 PM | #63 |
Join Date: Sep 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
That was essentially my response to it. I don't disagree with the reasoning, but the implementation needs work.
Giving a zombie HP 20 for being 125 lbs of unliving flesh - making it twice as good as slams, twice as durable for dismemberment/crippling, and then tacking on IT seems undesirable. Are we using extra HP to handle resilience or Injury Tolerance to show that certain things are more resistant to certain types of damage? Basically machines have double the HP because they are assumed to have fewer fiddly bits to crush or poke, do they really need IT:Unliving as well? Then you get into things like burning damage which would effective do less to a zombie than a human. It must be assumed that machines and homogeneous structures have built in fire resistance as well if they burn for half or a quarter damage by weight. My experience with machines has been largely been the opposite. Most machines aren't intended to stand up to intense abuse. They are built to work for a given purpose and outside that purpose they are easily fouled or broken. If they have flammable parts they burn pretty easily too. Let's look at a (fairly light) 250lb human sized wood golem. It would have HP 50 by weight and could justify Homogeneous by structure. It might be more fire resistant (hard, wet wood?) but it seems like it wouldn't take x5 the effort to destroy by fire. Obviously we'd want to discount some of the HP for slams, since 250 lbs of wood that slams like an bull moose doesn't really make since. It takes 1/5 damage from PI damage after DR against its HP.... which sounds like that scene in the original Predator where the light machine gun chops through the trees minus any of the chopping. Say 7d-1 damage per shot (~24), less than DR5, x 1/5, round up for ~5 damage. That's around 10 hits to just zero out a man sized target whereas a human target would have taken enough to be paste (~240 damage). Perhaps that's cinematic, but it seems excessive. Obviously if you treat normal trees as huge, high DR, homogeneous targets, that LMG isn't going to fell many if any. Now if the 250lb wood golem had HP 14 instead, even at 1/5 the damage, 3 LMG hits would drive it to 0 HP (and speed game play). Too far the other direction? Perhaps more telling in this example is that often a few points of DR won't sway the injury total. Perhaps the most interesting thing is that the supplements don't stick with that much HP for zombies, elementals, and other things that don't have definable weights. |
10-30-2019, 05:28 PM | #64 | ||
Join Date: Aug 2018
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Re: Fixing Injury Tolerance [Basic/Powers]
Is there a note I can find on that being a neutral feature? Also wondering how you'd price someone who could switch between massless/massful HP. Would that be like switchable HP (mass only -%)?
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M151's zombie spell, for example, can be cast on someone with massively depleted HP... and if they're either a Mummy/Zombie template (M152) they'll actually end up with 5 more HP than they began with. Skeletons too, they don't get extra HP (actually 1 less) but they do have body-wide DR everywhere except the skull... So based on the skeleton, maybe we could look at human "destruction" as in just enough destruction of the "livingness" aspect of the body, but there's still unliving bits behind? Kind of like death works like some permanent rebirth into an unliving template which has to have HP depleted all over again? Quote:
Where it's important, maybe we could stat a skeleton like a separate character that lives in the flesh (kind of like Possession: Permeation) to see how shook up it is by whatever causes flesh death. It would be nice if being Very Fat gave some kind of bonus damage to slams, since it acts as added mass in other respects like when resisting knockback. |
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10-31-2019, 12:47 PM | #65 | |
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(If you have to ask . . .) Join Date: Feb 2005
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Re: Fixing Injury Tolerance [Basic/Powers]
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Best case, I would assume that being Very Fat would give a +1 per die of damage, but, would work as a -1 per die to determine who inflicts more damage for case of knockdown. Being really heavy doesn't help you stay balanced, it actually hurts it. Unless you're a slug, like Jabba, then I'd figure you're really hard to knock down. Or a weeble. |
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10-31-2019, 04:14 PM | #66 |
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Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Fixing Injury Tolerance [Basic/Powers]
+2 and +3 to resist Knockback... I can see that being 'added' to your damage during the "compare" damage part of a Slam to determine who gets knocked down.
Sumo gives it's bonus to Slams regardless of the sumo's 'fatness'. |
11-01-2019, 12:59 AM | #67 | |||
Join Date: Aug 2018
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Re: Fixing Injury Tolerance [Basic/Powers]
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If your damage roll equals or exceeds that of your foe, he mustI think who does more damage is more an issue of who has the most force to maintain their forward momentum, the lower-force guy basically getting similar to the DX check for knockback, except it doesn't actually require knockback to occur. If Very Fat is meant to be less decent balance, than I'd rather apply a penalty to the DX roll, or just instate a DX cap for Very Fat like how there's a HT cap. |
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11-01-2019, 05:32 AM | #68 |
Join Date: Feb 2016
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Re: Fixing Injury Tolerance [Basic/Powers]
I do not think that it would be unreasonable to modify maximum HP for smaller and larger people (+20% above ST for Skinny, +30% above ST for normal people, +40% above ST for Overweight, +50% above ST for Fat, and +60% above ST for Very Fat). Since it is only a perk to go +100% above ST, I do not think that it would be unbalanced.
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11-01-2019, 11:45 AM | #69 | ||
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Re: Fixing Injury Tolerance [Basic/Powers]
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I keep forgetting that Move changes for weight are not part of the disadvantages, and just a sidebar. We don't see them in my games a lot, and when we do, everyone just takes the move modifiers, so I'm used to fat characters moving slower. |
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