08-11-2016, 11:37 PM | #1 |
Join Date: Dec 2006
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The perpetual hit point (or vitality reserve)
Ghostdancer recently posted an article/post in his ongoing thread about the concept of 'Injury resistance'- basically taking a vitality reserve and removing the implied ablative from it. (1)
I have some concerns (2) about the impact of doing it the way that he has described, which I am sure he will clear up, but it has left me with a question; What would a 'never depleting' hit point or vitality reserve point look like- something that always came first when calculating injury, but was never truly depleted. My first build concept: Perpetual VR (64):
Every time the character is injured, uses HP, etc, the vitality reserve is depleted first, and the reflexive healing will automatically replace that 1 point of vitality reserve (in theory reflexive means that it is used as a power block after every source of injury- but with no die roll required the activation is automatic). Something similar could be built for a 'perpetual fatigue point' with similar effect. (1) http://www.ravensnpennies.com/2016/0...l#.V60Uq5grKM8 (2) http://forums.sjgames.com/showpost.p...postcount=1536 |
08-11-2016, 11:55 PM | #2 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: The perpetual hit point (or vitality reserve)
Could also use Regeneration to restore that point of VR, without having to bring in Cosmic modifiers.
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08-12-2016, 12:40 AM | #3 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: The perpetual hit point (or vitality reserve)
Yeah, i'd build it as Regeneration.
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08-12-2016, 12:42 AM | #4 |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: The perpetual hit point (or vitality reserve)
Like a point of DR plus a trait that counts as a hit point, but only for the purposes of calculating whether you're conscious or need to make survival checks or dead.
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08-12-2016, 09:43 AM | #5 | ||
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Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: The perpetual hit point (or vitality reserve)
Quote:
Quote:
Although I like the idea of the Vit Res being undepletable... it neatly wraps up all the "When taking damage" effects wthout having to reach for some nebulously pointed Limitation to DR. |
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08-12-2016, 05:13 PM | #6 |
Join Date: Dec 2008
Location: Behind You
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Re: The perpetual hit point (or vitality reserve)
I don't know what an HP you can never lose is. I really don't. Does this mean you will never take that 1 point of injury? Does this mean you always have at least 1 HP after injury? These questions matter. For example.
You get shot in the arm. 5 Damage would cripple it, I roll 6. Neat, Crippled... wait you have this HP defense power. If it always heals 1 HP, I only lost 4 because 5 is maximum damage I can take to that limb. If it always subtracts one, I lost 6. If it always subtracts 1, this seems like it'd amount to essentially a point of "COSMICALLY CHEATING" DR in rough power. But if it always heals one, that's regeneration and it can break a lot of things.
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08-12-2016, 05:52 PM | #7 | |
Join Date: Jun 2006
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Re: The perpetual hit point (or vitality reserve)
Quote:
Suppose you have 10 HP, 1 point of this and take a hit for 20 points of damage. Your hit points start at 11, 20 points takes you to -9, and of course you didn't lose that one hit point, so you're at -8. That's where you'd be if you had DR 1 and 11 HP. Get hit again for 2 more points and you'd go to -10, but you don't lose that one point, so at -9. Again 1 DR, but no extra HP, you already "used" that. Seems simplest just to call it the combination.
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healing, new advantage, vitality reserve |
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