10-29-2019, 08:25 PM | #51 | |
Join Date: Jun 2013
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Re: Fixing Injury Tolerance [Basic/Powers]
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Personally, I think the primary advantage of Massless HP over IT:DR (aside from cost in certain cases) is granularity. IT:DR only works in SSR steps (outside of IT:DR/4), so if you want a character that's only 20% more resilient than his mass implies, IT:DR isn't an option (it technically isn't an option for +50%, but I see no issues with IT:DR/1.5 for [25]).
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10-29-2019, 09:38 PM | #52 |
Join Date: Feb 2016
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Re: Fixing Injury Tolerance [Basic/Powers]
Other than the math, but that is why people have calculators on their phones. We are still stuck though, as there is no reason to take massless HP, especially if you are Unliving or Homogeneous, unless you are really worried about falling.
A ST 10 character could justify HP 40 if they purchase Homogeneous (though it will cost them 100 CP). They will still mass ~150 lbs, but they can slam for more damage than they can punch or kick (though they take damage). If they have DR 20 (Crushing, -40%; Tough Skin, -40%) [20], they will likely not take that much damage, as they can move up to 12 yards/turn (dealing 5d-1 crushing damage), and not suffer more than blunt trauma damage. Of course, this would be a good build for an animate statue or the like. |
10-29-2019, 10:05 PM | #53 | |||||
Join Date: Sep 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
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You keep saying "massless" which is HP that doesn't count for weight or slams, but I gather what you really mean is "slamless", where you still want full weight for all the HP but are trying to correct for the fact that you'd end up with a 125lb machine that slams better than a sumo and 16lb rocks that fall with the force of 1000 lb bodies. Actually using only a fraction of the HP for weight calculations would make them even lighter for a given quantity of HP. Quote:
Of course, you can do that right before doubling the damage as a human hitting a hard Immovable Object if you do what's suggested above. Quote:
Last edited by naloth; 10-29-2019 at 10:08 PM. |
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10-30-2019, 07:25 AM | #54 |
Join Date: Sep 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
As an aside, a few years ago I created a pseudo zombie apocalypse (virus, semi-realistic) for a Supers game where the virus template provided DR 40 (Ablative, Torso Only) for lots of extra "stun" instead of the more traditional zombie resilience. It gave you "zombies" that were hard to stop outside of head shots and dismemberment.
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10-30-2019, 09:29 AM | #55 | |||||
Banned
Join Date: Aug 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
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Here is the problem, again: Someone with 20 HP loses a minimum of 5% of HP, Someone with 10 hp + ITDR /2 loses minimum of 10% HP Someone with 100 HP loses a minimum of 1% of HP, Someone with 10 hp + ITDR /10 loses minimum of 10% HP Someone with 1000 HP loses a minimum of 0.1% of HP, Someone with 10 hp + ITDR /100 loses minimum of 10% HP Quote:
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I'm saying: a 125 lbs person has 10 hp a 125 lbs unliving has 10 hp + 10 hp Massless +0% a 125 lbs homogeneous or diffuse has 10 hp + 30 hp Massless +0% Yes. |
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10-30-2019, 10:14 AM | #56 |
Join Date: Feb 2016
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Re: Fixing Injury Tolerance [Basic/Powers]
A 125 lbs homogeneous object would have HP 40 though based on their mass. Massless HP would require a lower mass for the same HP.
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10-30-2019, 10:15 AM | #57 |
Banned
Join Date: Aug 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
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10-30-2019, 10:19 AM | #58 |
Join Date: Feb 2016
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Re: Fixing Injury Tolerance [Basic/Powers]
HP is usually based on mass in GURPS. If you take HP (Massless), you are removing that connection for the modified HP. A HP 10 plus HP 30 (Massless) homogenous object would have a mass of 10 pounds rather than 125 lbs because that is the mass associated with a HP 10 homogeneous object.
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10-30-2019, 10:37 AM | #59 | |
Banned
Join Date: Aug 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
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E.G. So being slammed by 125 homogenous, doesn't do more damage than being slammed by 125 machine. Also, HP are derived from mass, not mass from HP. |
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10-30-2019, 12:50 PM | #60 | |||
Join Date: Sep 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
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Certainly there are realistic and cinematic ways to approach the "splat" issue. Quote:
Right now there's the implication that 1000 lbs of living critter is about the same resilience as 125 lbs of machine or 16 lbs of a solid substance. You would think that if the machine was made of 125 lbs of paper, tape, plastic, and metal roughly the same material strength as a person, you'd end up with similar HP to a person. It gets even worse if you try to work out what an elemental the size of a human would weigh in rock twice as dense (250 lbs of a homogeneous substance is ~50 HP). We tend to bypass this with air or fire elementals (insubstantial), though it comes if up if you have Affects Insubstantial on Bind or an Innate Attack that has knock back. I'd also throw in dismemberment/crippling as an issue for arbitrarily giving more HP, since said paper,tape, plastic machine shouldn't be harder to cripple or dismember if it is indeed of similar structure and material strength as a living critter. It's a bad generalization that machines tend to be twice as tough for a fraction of the weight. As a very generic assumption, I'd rather treat 125 lbs of anything with a fairly consistent HP regardless of composition. How resistant to damage it is would should depend on advantages that modify composition and structure. IT:Unliving and IT:Homogenous already offer pretty good damage reduction even without any HP bonus. That still doesn't work in all situations (annoying "weightless" ghosts still need HP after all). Quote:
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