10-29-2019, 12:47 PM | #41 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Fixing Injury Tolerance [Basic/Powers]
In which case what are the hit points supposed to be measuring in the first place? Why not just say 'to convert the corpse to hamburger, reduce it to -HPx10'.
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10-29-2019, 12:53 PM | #42 |
Banned
Join Date: Aug 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
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10-29-2019, 12:56 PM | #43 |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Fixing Injury Tolerance [Basic/Powers]
Yes, and apparently you missed that I said "destroyed". I'll repeat it it:
Both living and undead are destroyed at -10xHP, so why is once living and reanimated flesh so much harder to destroy? What about becoming an undead makes someone so much harder to destroy (-10xHP) than when they were alive? Note; I'm not haranguing the actual rules about IT(Unliving) as presented in Basic, but the nonsensical "double HP" as presented in Template Toolkit 2 - Races, and several people's (you just happened to be who I quoted, I contemplated tagging ericthered as he brought it up first) presentation of "the Unliving are twice as hard to destroy".* IT(Unliving) is fine. Reduce imp and cut to cr and call it a day... now if the chart is meant to be ignored for "corpse" style Unliving, great... it doesn't say that, but okay. I mean if I want to gripe about TT2R I'd actually start with why do Rotting Corpses still have vitals? But that's another thread... * Which opens up a whole nother can of worms... of why does impaling damage destroy a living body faster than an Unliving one? This one has always nagged at me, I just never cared to dive into the rabbit hole after it. |
10-29-2019, 01:01 PM | #44 |
Join Date: Sep 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
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10-29-2019, 01:41 PM | #45 |
Join Date: Jan 2014
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Re: Fixing Injury Tolerance [Basic/Powers]
Probably because adding "treat dead living things as a live Unliving thing and dead Unliving things as living homogenous things (except that they are not alive)" would open up cans of worms (if I get hit with an impaling attack that kills me, is the excess damage impacted by wounding modifier?) and because the resolution is partially unnecessary.
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10-29-2019, 01:58 PM | #46 | ||
Banned
Join Date: Aug 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
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PI and IMP get high wound multiples because living beings really don't like getting stabbed and bleeding out, but they don't actually tend to do that much structural damage. For the purposes of calculating bodily destruction, only the damage that would have occurred to something with IT: Unliving and No Blood should count. |
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10-29-2019, 03:02 PM | #47 | |
Join Date: Jan 2006
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Re: Fixing Injury Tolerance [Basic/Powers]
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If Bob (HP 10) gets hit with a 2d pistol (rolls 10 dam) on a 3x damage crit (so 30 dam) on the skull hit location (so 120 dam) he's past the destroyed threshold, but you don't need to rule that he got shot in the head with a pistol and exploded into hamburger. I mean, you can if you want, but it would be silliness. |
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10-29-2019, 04:26 PM | #48 | |
Banned
Join Date: Aug 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
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1. light wounds: 20HP with Massless +0% on the last 10 [20] Vs 10HP + IT:DR/2 [50] When both get hit for 1HP, 20HP loses 5% of total HP, but IT:DR/2 loses 10% of total HP. Effectively IT:DR/2 minimum injury is 2HP, meaning it's more susceptible to minor scratches etc. You can change this with IT:DR/2 (Cosmic Rounds down to 0, +50%) [75] 2. Cost: 20HP with Massless +0% on the last 10 [20] Vs 10HP + IT:DR/2 [50] The extra HP are often (But not always) cheaper, and are always consistent with the cost of HP. 20 points can buy +10HP 50 points can buy +25HP or IT:DR/2 75 points can buy +37HP or IT:DR/2 (Cosmic Rounds down to 0, +50%) |
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10-29-2019, 05:08 PM | #49 | |
Join Date: Sep 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
Understood, system resolution is such that any injury is at least 1 HP. You experience the same problem if you allow a mosquito to do 1 HP damage to a person.
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Other things not covered: - "Massless HP" affects healing, since regeneration scales with more HP but not every ability scales. This introduces a bit of ambiguity -> regeneration scales, but does the Healing advantage or Healing college? - HP also determines crippling and dismemberment. - HP generally affects weight so you'll have to decide how much is massless. If you build a human sized and shaped robot, should it have x2 HP and human weight*? Should an elemental the size of a person weigh what a person does but have x4 the normal HP plus homogeneous? Should vehicles only use half their ST/HP for slams/collisions? - For inanimate objects you use ST = HP as determined by weight in the back of Campaigns. Massless affects how the HP is handled for slams. Would it also affect Knockback? After all, you normally base that off ST, not HP. I suspect it's better to use HP based off weight and Injury Tolerance to handle structural differences. *Note that tough things get more HP for weight normally. Making some of this "massless" effectively give them less HP to base weight on. HP 10 is 125 lbs of living critter, but only 16 lbs of machine, and 2 lbs of solid iron. Last edited by naloth; 10-29-2019 at 05:14 PM. |
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10-29-2019, 05:25 PM | #50 | |||||||
Banned
Join Date: Aug 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
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yes? Quote:
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When using HP, use half HP. Quote:
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Yes. "If the target has no ST score at all (like a wall), or is not resisting, use its HP instead" Basic page 378, so yes massless would effect knockback. |
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