07-12-2009, 01:54 PM | #11 | |
Join Date: Apr 2005
Location: France
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Re: They should really fix that in GURPS Horror!
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07-12-2009, 02:07 PM | #12 |
Join Date: Feb 2008
Location: Idaho
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Re: They should really fix that in GURPS Horror!
There's already a way to heal that damage. Pay the points, and make up a good rationalization.
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07-12-2009, 02:10 PM | #13 | |
Join Date: Sep 2004
Location: Medford, MA
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Re: They should really fix that in GURPS Horror!
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Heck if you want to model the sanitarium experience of CoC, just have them committed, and use the Time-Usage sheet...the time you spend healed earning points to buy off the newly gained disads. I think the rules are already there. |
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07-12-2009, 02:16 PM | #14 |
Join Date: Apr 2005
Location: France
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Re: They should really fix that in GURPS Horror!
Yes. I forgot to tell. either do I!
I would also like some fast bleeding rules for NPC... In horror campaigns, there sometimes is a lot of blood. The rules as they are written are fine for PCs. It even adds suspense to the game... But when the GM must make one roll every minute for a NPC (or worse, for several NPCs), it is a bit boring for the players... Of course, the GM can always use a house rule... But an official answer could be interesting... Oh, something else! A rule for loosing consciousness outside of combats. Example: a character has been shot by a killer. He defended his life very well and killed the killer. But he is severely wounded, bleeds and has negative HP. During the fight, the player made one HT roll every turn. No problem with that... But now, the fight is over and he just wants to call for help. Will he succeed to remain conscious? Calling help with a telephone lasts something like 2-3 minutes. That makes 120-180 HT roll! My temporary house rule: During combats, the player makes a HT roll every turn, because each turn is a single action. Outside of combats, he goes on making a HT roll for every action, but an action doesn't last anymore a turn. So the player in the example above will have to do one HT roll to reach the telephone, one other to dial the call number and a last one to explain what he wants. This house rule works well and is easy to play but, here again, an official answer would be welcome... Thank you very much to ask us. |
07-12-2009, 02:17 PM | #15 | |
Join Date: Jul 2008
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Re: They should really fix that in GURPS Horror!
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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07-12-2009, 02:18 PM | #16 |
Join Date: Apr 2005
Location: France
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Re: They should really fix that in GURPS Horror!
Of course, but since they are very precise rules for healing physical wounds, precise rules to heal mental shock could be useful in a genre where fright checks are as common as wounds.
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07-12-2009, 02:21 PM | #17 |
Join Date: May 2009
Location: WA
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Re: They should really fix that in GURPS Horror!
I think fright checks should be revised for sure. Something more like CoC. Mythos fright checks should stay in some incarnation. Also I agree with the 'there already is a way to heal psychological damage' in that you just pay the points and create a rationalization for it arguement.
Saying that I want a more utilitarian Sanity system. Plauge zombies for the zombie apocalypse Undead metatemplates Cthulhu Mythos SKill or things man was not meant to know skill More info on slashers New advantages/disadvantages Keep & expand the information on adventure/campaign design Just a few thoughts off the top of my head.
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07-12-2009, 02:24 PM | #18 |
Join Date: Oct 2007
Location: Vermont
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Re: They should really fix that in GURPS Horror!
How about the Severe Bleeding rules from Martial Arts pp 138?
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My ongoing thread of GURPS versions of DC Comics characters. |
07-12-2009, 02:29 PM | #19 | |
Join Date: Apr 2005
Location: France
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Re: They should really fix that in GURPS Horror!
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When someone buy ST or HP, there is no cap. When someone buy HT, there is neither cap - "any roll to avoid death or falling unconscious above 14 is a failure" could perfectly be a GURPS rule, with the same kind of arguments)... So, why is there a cap for Will? In a Cthulhu campaign, with some monsters giving a -20 penalty to fright-check modifiers, or in other horror campaigns where there are so many fright-checks, no cap is required. Last edited by Gollum; 07-12-2009 at 02:32 PM. |
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07-12-2009, 02:31 PM | #20 |
Join Date: Apr 2005
Location: France
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Re: They should really fix that in GURPS Horror!
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Tags |
gurps horror, horror, playtest, playtesting |
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