10-06-2019, 12:08 PM | #12 |
Join Date: Jan 2015
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Re: Balancing HP
HP is related to Mass, but not exclusively. In characters, it's represents mainly how much damage it can take before dying/stop working, with mass being a secondary trait.
A golem might be homogeneous, but it doesn't necessarily will have 4 times the HP of a living creature of same size, because the magic animating it might require the body to not be too damaged to work. It's often represented by Fragile (Unnatural) but it can also come coupled with lower HP (eg DF Golem). |
10-06-2019, 12:20 PM | #13 | |
Banned
Join Date: Aug 2004
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Re: Balancing HP
Old thread:
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10-06-2019, 01:01 PM | #14 | |
Join Date: Aug 2007
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Re: Balancing HP
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I would agree more generally with Anthony that if Gurps is going to ahve a realistic take on character mass it needs to have a "mass" stat and it should stop trying to use ST and/or HP for that purpose. If you do try and use HP as a deteminer of mass in the "collision" formulas no human should have more than about 14 HP. This would harmonize with ST15(18 Arm) gorillas and ST 20 grizzly bears but would limit chargen in a dull fashion.
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Fred Brackin |
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10-06-2019, 01:33 PM | #15 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Balancing HP
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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10-06-2019, 02:08 PM | #16 |
Join Date: Feb 2016
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Re: Balancing HP
I am not saying that HP should be multiplied with taking the advantages, just that characters should take the appropriate level of HP with their mass. A 125 lb Diffuse superhuman should probably take HP 40 or else justify their lower HP with lower mass (they are actually a nanoswarm that masses only 2 lbs that just appears to mass 125 lbs). Otherwise, you get some rather weird characters, such as character that is less durable than a similar weight of jello, despite both being 125 lbs of diffuse matter.
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10-06-2019, 02:10 PM | #17 | ||
Banned
Join Date: Aug 2004
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Re: Balancing HP
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10-06-2019, 03:15 PM | #18 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Balancing HP
GURPS is already violating the physics of mass with its rules for knockback. The incoming projectile has a mass and a velocity; their product is momentum. Knockback for a perfectly elastic collision ought to have a speed of 2mV/M; for a perfectly inelastic collision it ought to be mV/(m+M). But the GURPS formula makes it proportional to speed (v) times HP (proportional to m^(1/3)). That's going to have massive objects cause far less knockback than they ought to, and low mass objects far more.
If you want correct physics, you need to throw out those rules and do some actual physics. If you're willing to consider the current rules close enough for gaming, then I don't see the point of worrying about HP changing to reflect the differential toughness of organisms, machines, and masses.
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Bill Stoddard I don't think we're in Oz any more. |
10-07-2019, 06:48 AM | #19 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Balancing HP
Which results in a lot of PCs being harder to knockback when they're not resisting than when they are.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
10-07-2019, 07:04 AM | #20 |
Banned
Join Date: Aug 2004
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Re: Balancing HP
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