Any way to mitigate half move/dodge from injury
Hi guys,
We're starting up our first ever GURPS DF campaign (Actually continuing a Rise of the Runelords Pathfinder campaign with GURPS rules..but that's another story). One of our character is a Barbarian type character. High speed, High ST & HT, Tuff as hell, etc... The campaign will have its fair share of big bad monster which could easily bring our barbarian friend to a 1/3 of his HP in one hit. However, once he's down to 1/3 of his HP a lot of his defining features are obliterated. One bad hit and he's now a slow moving hunk of meat who better have put on a big plate of armor in the morning. So my question is: is there something in the rules to reduce/delay the effect of the 1/3 HP. Did a scan through a bunch of my GURPS book and couldn't find any advantage or technique or etc... that would help with this.. Is there something that exists that'd take care of this? Thanks!! |
Re: Any way to mitigate half move/dodge from injury
Immunity to Pain (Divine Powers) reasonably allows this.
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Re: Any way to mitigate half move/dodge from injury
The solution I had before pain immunity came about was Supernatural Durability (dies normally -80%) [30]
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Re: Any way to mitigate half move/dodge from injury
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Re: Any way to mitigate half move/dodge from injury
Why not use things like the fleshwound rule, so he can ignore the inconvenient hit or give him luck to reroll his dodge.
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I'm not too keen on that ruling, since the slowdown effect's connection to pain seems only tangential, but there you are. IMO, it should be bought separately from pain resistance. |
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Re: Any way to mitigate half move/dodge from injury
Another way is you buy Vitality Reserve where injury is applied to the reserve before HP, hence delaying hitting the 1/3 level more effectively than increased HP.
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Re: Any way to mitigate half move/dodge from injury
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Do you mean in RL, or in the game? I can't say as to the former, but the latter seems to me to be less than completely true. For instance, a character with High Pain Threshold could be nickeled and dimed down to 1/3 HP without feeling any discomfort at all, but will still be at half move and dodge. |
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