08-18-2019, 12:13 PM | #11 | |
Join Date: Aug 2018
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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08-18-2019, 12:32 PM | #12 |
Join Date: Jul 2007
Location: One Mile Up
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Re: Translating the concept of HP from D&D (and the like) to GURPS
I'd call it Sealed (As Long As DR Is Intact -10%) if that's how it works generally, but against a Side Effect pure DR is the RAW before fiddling for verisimilitude.
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08-18-2019, 12:52 PM | #13 |
Join Date: Feb 2016
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Re: Translating the concept of HP from D&D (and the like) to GURPS
No, Sealed explicitly says that it only protects against corrosive or toxic agents that require contact with unprotected skin or machinery to have effect. It only protects against Blood Agents and Contact Agents that are corrosive or toxic agents. It also does not protect against touch attacks.
Force Field protects against Blood Agents and Contact Agents because they explicitly cannot penetrate any DR and Force Fields provide DR to every part of the body. The main reason I think why Sealed exists is because it is cheaper than the Force Field enhancement after DR 15, even though it is more limited than Force Field. Force Fields also expliciy protect against touch attacks that do insufficient damage to penetrate DR, such as an Affliction with Malediction and Melee Attack. Sealed does, however, protect after DR is penetrated or destroyed, such as when Ablative DR is depleted or when DR is corroded away. Last edited by AlexanderHowl; 08-18-2019 at 01:18 PM. |
08-18-2019, 02:05 PM | #14 | |
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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The more difficult aspect of D&D, which is directly connected to how much HP a Character has, is Levels. Solve how you want to do Levels†, and HP can easily be made to fall in line. * Also, which edition of D&D do you wish to emulate? "Old School" dead at 0, Unconsciousness is a GM fiat? 3e's Unconscious at 0, dead at -Arbitrary Number? Something between D&D and GURPS (Unhindered at 1+, Possibly Unconscious at 0, Dead at some number ≤ -10)? † And levels is one of those insanely difficult, "everyone has their own interpretation of how to do it" problems in 'converting' between GURPS and D&D. |
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08-18-2019, 02:09 PM | #15 |
Join Date: Aug 2018
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Re: Translating the concept of HP from D&D (and the like) to GURPS
Let's see, B110 mentions "works as described above and also when inhaled" so "Doesn't Breathe" would be one defense I guess...
B110-111 does mention "Only targets with the Sealed advantage ... are immune" so I think it ought to work? Another option is you need A (protected vision or nictating membrane) with B (doesn't breateh or filter lungs) which also stops it if you don't have Sealed. It's not just the enhancement version of Contact Agent on B111 which specifies sealed. Though you're right that B82 says "corrosive or toxic agents", I'm not sure if that's meant to be the end-all, because 110/111 do not specify that sealed only stops blood/contact agents of those damage types, it seems to imply it would stop ANY form of damage with those AE enhancements. |
08-19-2019, 08:40 AM | #16 | |
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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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Heck, the PHB1 flat out stated just how absurd viewing HP as actual physical damage was: "Let us suppose that a 10th level fighter has 55 hit points, plus a bonus of 30 hit points for his constitution, for a total of 85 hit points. This IS the equivalent of about 18 hit dice for creatures, about what it would take to kill four huge warhorses. It is ridiculous to assume that even a fantastic fighter can take that much punishment. The some holds true to a lesser extent for clerics, thieves, and the other classes." Murphy's Rules had several jokes that all revolved around the misconception that HP did represent physical damage. This is why the D&D to GURPS page over on GURPS wiki is so vague on exactly what D&D HP equate to I should point out that Cinematic Advantages can exist in the realistic rule set. |
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08-19-2019, 08:58 AM | #17 |
Join Date: Sep 2004
Location: Canada
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Re: Translating the concept of HP from D&D (and the like) to GURPS
Along with the advantage Luck, don't forget Destiny, Impulse Buys, and Serendipity in your toolkit when looking at GURPS vs D&D.
For a "simple" implementation, Vitality Reserve definitely seems the Least Wrong idea (and I find it handy myself for "temporary HP" equivalent concepts). On the one hand, I generally prefer going into the mixed grab-bag of traits GURPS has on hand to make a unique build for each character. This way the character gets something that suits their style, and makes it easier to distinguish Fighter A vs Cleric B vs Barbarian C. On the other claw there's a lot to be said for simple. D&D got this far on buckets of HP based on level, it's clearly not that big a problem for most people vs the playability factor. The gripping hand is you should do whatever works for you and your tabletop group :)
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08-19-2019, 08:58 AM | #18 | |
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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08-19-2019, 09:27 AM | #19 | ||
Join Date: Nov 2016
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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Is this for GURPS? Never heard about it.
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08-19-2019, 09:46 AM | #20 |
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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
Vitality Reserve appears in the FAQ and the GURPS wiki.
The later mentions that Vitality Reserve appeared officially in Pyramid 3/75 |
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