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Old 06-03-2016, 07:27 AM   #21
Tallor
 
Join Date: May 2016
Default Re: Health And Unliving Weirdness

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Originally Posted by Ulzgoroth View Post
Being half way to dead is pretty different from being dead, even if it's a lot closer than potentially being only a sixth of the way to being dead.

And hitting 0 HP isn't the only way to lose consciousness.
I was just taking a note from GURPS: Zombies, Ulz!

"Hard to Subdue [2/level]: On undead zombies with Fragile (Unnatural) or Unkillable, this is a good way to avoid hard-to-explain unconsciousness, if the notes given here for those traits don’t fit the GM’s vision of what’s going on. For living zombies, it’s appropriate in all the same situations as Hard to Kill."
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Old 06-03-2016, 07:38 AM   #22
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Health And Unliving Weirdness

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Originally Posted by Tallor View Post
I was just taking a note from GURPS: Zombies, Ulz!

"Hard to Subdue [2/level]: On undead zombies with Fragile (Unnatural) or Unkillable, this is a good way to avoid hard-to-explain unconsciousness, if the notes given here for those traits don’t fit the GM’s vision of what’s going on. For living zombies, it’s appropriate in all the same situations as Hard to Kill."
That seems to me to say something completely different. Yes, if you want your zombies to not pass out on you, Hard to Subdue is a good thing. That doesn't mean that HT is not useful or should be neglected.
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Old 06-03-2016, 08:46 AM   #23
NineDaysDead
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Default Re: Health And Unliving Weirdness

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Originally Posted by Ulzgoroth View Post
But temporary crippling doesn't require a separate operation to repair, just restoration of lost HP, while Lasting or Permanent crippling does. And HT makes the difference between those.
Could I get the source for requiring two skill rolls?
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