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Old 07-30-2013, 03:05 PM   #11
Varyon
 
Join Date: Jun 2013
Default Re: [Basic] HP Recovery

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Originally Posted by apoc527 View Post
Anyone have any suggestions for penalties to the HT rolls for crippling injuries that are somewhere between "crippling" and "automatic permanent?" Maybe at 1.5x crippling threshold, the HT roll is at -5?
Actually, to be more in line with other GURPS rules (like the whole decapitation thing), it's probably appropriate to get rid of automatic crippling altogether, using an HT roll once you hit a crippling threshold and penalizing it at various points. For example, limbs are crippled at, what, 1/2x HP? It might be more appropriate to risk crippling at this point, with an unmodified HT roll to determine this (success is no crippling, failure is temporary, failure by 5+ is lasting, failure by 10+ is permanent). After this point, you could start assessing penalties: -5 at 1.5x threshold, -10 at 2x, and so forth.
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Old 07-30-2013, 03:07 PM   #12
jacobmuller
 
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Default Re: [Basic] HP Recovery

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Originally Posted by Kromm View Post
Temporary crippling might be nothing but a severe funny-bone bump or impact-induced numbness.
Funny you should mention it but the impact on my left elbow matches up: banged it, couldn't move the arm, ice-lolly application worked a treat:D
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Originally Posted by apoc527 View Post
Anyone have any suggestions for penalties to the HT rolls for crippling injuries that are somewhere between "crippling" and "automatic permanent?" Maybe at 1.5x crippling threshold, the HT roll is at -5?
How about the Bleeding penalty, ie -1 to HT per 5HP Injury, and using it for the Crippling check?
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Old 07-30-2013, 04:31 PM   #13
apoc527
 
Join Date: Nov 2011
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Default Re: [Basic] HP Recovery

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Originally Posted by jacobmuller View Post

How about the Bleeding penalty, ie -1 to HT per 5HP Injury, and using it for the Crippling check?

That is my inclination, as well. THe only issue with that is that the penalties will never get much beyond -2 as you are otherwise into dismemberment/destruction territory. GURPS certainly makes use of the flat -5 and -10 modifiers to HT checks already--witness the Stun/Knockdown check modifiers for Vitals and Skull hits respectively.
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