08-19-2019, 08:43 PM | #31 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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I should mention as written D&D HP result in some really silly situations. Some of the ones mentioned in Murphy's Rules: survive a point blank blast from a cannon ("Maybe more if it is loaded"), fall from any height (their heads are made of rubber), take forever to execute (Take that, and that, and...) and several others. We even did a "Two Monty" campaign (Monty Haul and Monty Python) where we played every AD&D1 rule as actually written. It was, as expected, ridiculous. Dragon Magazine also pointed out the totally ridiculous situation when you added magic items to this in "History of a game that failed" (Dragon #99) where Lord Arrogo takes on the huge, ancient red dragon Feuerhaugh. Even with the thing gamed in Feuerhaugh's favor (he does maximum damage while Lord Arrogo does the minimum) the dragon is dead in three combat rounds. "Arrogo forfeits his first attack of the round by trotting up to the dragon, who immediately breathes a fiery holocaust right in his face (...) Arrogo just shrugs and bashes Feuerhaugh with his hammer." |
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08-19-2019, 08:46 PM | #32 |
Join Date: Aug 2018
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Re: Translating the concept of HP from D&D (and the like) to GURPS
Does D&D HP let you survive longer while standing in a pool of lava? How would skill or even luck prevent that?
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08-19-2019, 09:00 PM | #33 | |
Join Date: Jun 2013
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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Incidentally, healing in such settings can be interpreted as simply reducing fatigue (so you can continue to keep fighting at full skill), mystically restoring the luck you “used up,” or similar, rather than (or in addition to) physically repairing damaged tissues/organs.
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08-19-2019, 10:00 PM | #34 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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08-19-2019, 11:29 PM | #35 |
Join Date: May 2005
Location: Oz
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Re: Translating the concept of HP from D&D (and the like) to GURPS
Healing times, healing magic, and healing potions are often tricky to deal with under these rationalisations.
As for the original question, I'd say that the concept of hit points in D&D is a lot less clear and more ambiguous than the mechanics. GURPS offers clear and concrete ways to represent explicitly each of the things that D&D hit points might be, and that creates the opportunity for doing it a different individual way for each character. In GURPS versions a rogue's hit points could be (at least partly) different from a fighter's.
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08-20-2019, 01:31 AM | #36 | |
Join Date: Nov 2004
Location: Moscow, Russia
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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Also need to tweak magical healing. This could be pretty interesting actually. In 4th edition of D&D there were healers whose abilities were not tied to magic. Also in Lord of the Rings Online there is Captain class which iirc do the same thing. So we could have totally separate replenishing abilities that deal with physical HP and VR, and also those that could replenish both in whichever order. |
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08-20-2019, 06:59 AM | #37 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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Off the cuff way to do it: Vitality Reserve alternative: Regeneration (Fast) - 50 points to recover 1 HP per minute Magic Healing alternative: Affliction (Regeneration (Fast), [+500%] , Magical [-10%]) - 59 points/level The GURPS wiki consolidates the information that is, IMHO, spread out through way too many books. It is now set up along the lines of The Hypertext d20 SRD ie just enough information so you have a reasonable grasp of what you are doing but not enough to where you don't need the books. Last edited by maximara; 08-20-2019 at 07:07 AM. |
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08-20-2019, 07:47 AM | #38 | ||
Join Date: Jun 2013
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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08-20-2019, 08:55 AM | #39 |
Join Date: Feb 2016
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Re: Translating the concept of HP from D&D (and the like) to GURPS
Healing is not that difficult. Healing (Reduced FP Cost, -10 FP, +200%; Reliable +10, +50%) [105] allows you to heal up to 20 HP without any FP cost (and allows you to cure cancer without any penalty). It is damage prevention that is difficulty (preventing 20 HP of damage tends to cost more than healing it in does). Of course, a healer of that capacity probably has Regeneration as an Alternate Ability.
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08-20-2019, 08:43 PM | #40 |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Translating the concept of HP from D&D (and the like) to GURPS
Well considering when and where D&D came from levels (and classes) made sense. "First level AD&D1 Magic-user" gives a more complete picture then '50 point GURPS mage' does.
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