10-29-2019, 10:23 AM | #31 | |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: Fixing Injury Tolerance [Basic/Powers]
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There is no well-defined "death" for an inanimate sack of meat since that object has no discernible purpose. A hammer can "die" if you can no longer use it as a hammer, but even a hammer has "parts" (head and handle), so is it Unliving or Homogenous? Since it seems that it would be equally resistance to imp/pi damage as any other solid object, I would say Homogenous--the game effects determine the game stats. And there are good guidelines for how many HP to give a Homogenous object should we need to know that. But why should there be rules for what happens if I am turned into a zombie or a flesh golem? In one universe, that might make me very fragile (in some zombie movies, the zombies seem to basically fall apart at the slightest hit), while in another it might make me nigh-indestructible (maybe even if you chop my arm off, it just kind of floats along next to the rest of my body and keeps acting like my arm until you throw me into a pit of molten ore or whatever). I don't think it's worth reading more deeply into these IT advantages than the game effects, which is that it makes you more resistant to imp/pi damage (and have No Blood, etc.). Guidelines already exist for assigning HP to objects with these characteristics, but characters who have them are not realistic, so I say give them whatever HP makes sense in your world. |
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10-29-2019, 10:45 AM | #32 | ||
Banned
Join Date: Aug 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
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10-29-2019, 11:19 AM | #33 | |||
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Fixing Injury Tolerance [Basic/Powers]
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Now, Unliving only gives wounding modifiers for impaling and (all) piercing damage; crushing and cutting damage is normal. Usually in zombie movies, zombies only fall apart when hit with crushing or cutting damage. When hit with bullets, which are various types of piercing damage, they just take them and keep walking. So Unliving actually works pretty well for that. But if your game's zombies are different, by all means do something different. I don't know what trait would let you keep using your arm after it's been chopped off — someone will undoubtedly be able to come up with something — but it's not Injury Tolerance. |
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10-29-2019, 11:35 AM | #34 |
Banned
Join Date: Aug 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
Are you sure? Injury Tolerance: Independent Body Parts, Powers page 52-53. Also mentioned in Zombies page 52-53.
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10-29-2019, 11:35 AM | #35 | |
Banned
Join Date: Jul 2006
Location: 100 hurricane swamp
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Re: Fixing Injury Tolerance [Basic/Powers]
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10-29-2019, 11:40 AM | #36 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Fixing Injury Tolerance [Basic/Powers]
It seems like just giving unliving or homogenous objects some level of Unkillable reasonably reflects 'can take more damage before ceasing to function' without producing the odd effects you get from adjusting hit points (for example, a corpse still has the same basic hit points as a living person).
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10-29-2019, 12:26 PM | #37 | |||
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Fixing Injury Tolerance [Basic/Powers]
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Frankly, there's not a lot of sense to the idea of a slab of meat having hit points without explaining what those hit points do. Which means there's not a lot of sense comparing the hit points of a living being with the hit points of a corpse. Dying doesn't make the flesh tougher; it changes your consideration of the "function" of the entity from living to holding up structurally. Quote:
If you chop someone down and continue to hack at their corpse, what you're doing is continuing to treat them like a living being. They're already dead; their corpse never had positive hit points to begin with. These negative hit points are in comparison to the hit points of a living being. So if you wanted to treat a corpse like an object with a structure, rather than as the remains of a living being, you could give it hit points as a structure — but that structure is Homogenous. I can't imagine any situation where you'd actually want to DO this. Maybe you've made a bridge out of corpses and you need to determine how much damage it can take before it falls apart. I dunno, something silly like that. You wouldn't take a bunch of corpses, each at -10 HP, and declare the bridge has -10 HP. It might have 10 HP — measuring the corpses as Homogenous meat rather than as the remains of living beings. |
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10-29-2019, 12:41 PM | #38 |
Join Date: Aug 2018
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Re: Fixing Injury Tolerance [Basic/Powers]
HP's role in knockback makes having twice as much if you're a 100pound robot compared to a 100 pound human sorta strange, it'd be hard to knock around unliving things. Is that the primary problem here?
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10-29-2019, 12:44 PM | #39 |
Banned
Join Date: Aug 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
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10-29-2019, 12:44 PM | #40 | |
Join Date: Sep 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
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