Re: Is temperature tolerance really that expensive?
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That doesn't really have anything to do with what type of atmosphere you're in though. |
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"In a terrestrial environment" is of course the joker in this deck. What if we put lifeforms into a nonterrestrial environment? If you put human beings into an environment where rock is molten and there's fluorine in the air, we might burst into flame. There's no statistic on a normal GURPS character sheet that even vaguely reflects this vulnerability. I think you just have to figure that GURPS isn't intended to be quite that Generic. Bill Stoddard |
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I don't think thermal buffering should depend on environment except insofar as that changes where the ignition point is. Quote:
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I'm saying that unless your DR is provided by external gear, or if bought with CP, further limited to represent being an external coating of some kind, that protection is indefinite and will allow you to hang out in that fiery environment, or pool of lava, for as long as you like. That's as far as the direct damage effects go, of course; to avoid the FP or HT loss, you still need Immunity and/or Temperature Tolerance. *Some examples of this being elementals (esp. fire and earth ones), many kinds of golems, and supers that transform into stone or metal form. |
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In any case, if you won't let innate DR protect forever against the 1d-1 or 1d from being in fire, or the 3d or so from being in lava, then GURPS can't have fire elementals. GURPS does have fire elementals, so that's wrong. |
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your Fire elemental need not just Temperature tolerance but DR (Limited Fire only) too. That's very common in GURPS to need More than one Advantage to cover the full scope of an idea. |
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Attribute Modifiers: ST-10 [-100]; DX-1 [-20]; IQ-2 [-40]; HT+8 [80]. Secondary Characteristic Modifiers: SM -1; HP+10 [20]. Advantages: Burning Attack 2d (Always On, -40%; Aura, +80%; Melee Attack, Range C, -30%) [11]; Doesn’t Breathe (Oxygen Combustion, -50%) [10]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; DR 50 (Limited: Heat/Fire, -40%) [150]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Temperature Tolerance 160 (35F to 2,970F) [160] Disadvantages: No Manipulators [-50]; Weakness (Water, 1d/min.) [-40]. This fire elemental is comfortable from human ranges to high end magma. Buying/Selling HT up/down means buying more Temperature Tolerance. Under the system I proposed, HT could be left at 10, and Temperature Tolerance would only cost 15 points giving a template cost of 116. Under the normal rules they spend more on their Temperature Tolerance than they do on their DR. |
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Long thread so I apologise if this has already been suggested. But can't we mess with it the way certain authors have for radiation damage?
Turn it into a Resistance advantage and toss the TT? |
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I think TT should simply increase HT rolls for fatigue loss and whatever other effects you decide to pay attention to. It would be easier to manage I think. Uses the s/r table on page 550? to determine what the penalty is, based on the temperature.
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Just under Basic Set rules, I think Immune to Metabolic Hazards knocks off all the effects of non-preferred temperature ranges. The trouble is that that's obviously wrong... |
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Merely something not fully defined that appears nowhere on any character sheet. |
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Everyone remembers post #13 where both printed and Word of Kromm bits on non-metabolic thermal effects were quoted.
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+15 is high enough to make it a non-issue, except for those that want a simple immunity. We need a supplement that puts to rest the incredibly vague, inconsistent, unreasonably expensive, and unplayable rules of fatigue damage for fatigueless characters. Edit: I stand by the intent of this post, but think I should state that it comes off a bit more aggressive than I feel. |
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If we convert TT into Resistant (metabolic effects of heat) or Resistant (metabolic effects of cold) or both, those are probably Occasional, Occasional, and Common. That gives a price of:
For consistency with other types of damage, I'd be tempted by something resembling either non-penetrating or corrosion damage, though either one might mean a cost of (5) is no longer appropriate. |
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I'm fine with the listed Ht loss as damage that affects those suffering what would be fatigue loss for those lacking immunity to metabolic hazards.
I hope that sentence structure makes sense. I couldn't think of any other way to state my position. The exact thing that occurs when "killed" by such Ht loss doesn't really mean much to the player rules-wise; dead is dead. I don't think we should require rules for whether that means melted, cracked and shattered, carbonized until blackened, or up in puff of smoke. |
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The write-ups of official GURPS monsters in published GURPS supplements, with no errata against them, if nothing else, should serve as a good example of how to apply the GURPS rules to certain character/monster concepts. Since fire elementals are only given Immunity to Metabolic Hazards and DR good against Heat/Fire, with no Temperature Tolerance, and there's no reason to believe they're not good to go both in their home environment and at typical dungeon temperatures for an indefinite period of time (albeit being Vulnerable to cold attacks), we can only conclude that they do not need Temperature Tolerance. |
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DR that's good against heat should protect just fine against any structural (non-metabolic) damage due to heat, and the amount of DR you need is well defined by the dice of damage dealt by the level of heat/fire involved. And in the end, dice of damage and FP lost due to metabolic concerns are the only kinds of damage defined in the rules for being in a hot (or cold place). It doesn't make sense to have ItMH only give a +15 to resistance rolls, with permanent damage to HT rather than to (non-existent) FP, for two reasons: a) the temperature at which an object takes structural damage like melting, freezing, brittleness, etc., as opposed to a living thing or mechanism taking metabolic damage (heat stroke, engine overheating) is usually much, much higher, often even more than the +15 could account for, and b) in any case, the mechanism for taking structural damage from temperature extremes and attacks, including standing in a fire, is already established to be taking a certain level of damage (i.e., dice of damage), subtracting applicable DR, and seeing if you lose any HP or not. |
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I think I might have accepted the +15 if Kromm mentioned the no nuisance roll perk. If the roll to avoid HT loss is 16 or above, ignore it.
But that does raise the question of how one goes about making a character unusually susceptible to temperature. |
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The other problem is that DR in general is mostly about thickness, and thickness is utterly irrelevant to the maximum temperature a material can withstand -- it just determines how long it takes for the heat to get through. |
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And no, DR on a character writeup (so how many inches of mild steel or whatever we're talking about is irrelevant unless you're statting up a tank) is about damage resistance that's invariant with regard to time of exposure, unless it's Ablative. |
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Therefore, DR without such limitations will protect against damage of the types it's good against each and every turn, forever. There is no difference with longer term exposure. |
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The listed DR values for armor are (obviously) what protection it provides to the wearer, not necessarily (or likely) what it provides to itself. |
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But even that one I think covers small perforations rather than actual damage like how cat scratches may break the skin but don't come close to causing 1 point of damage. |
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Damage vs DR is a bad model for non-fast thermal effects. |
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However, the other mechanic is heat conduction, and DR is a lousy model for figuring out the R-value of some heat shielding. |
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I think the issue is conflating DR of worn objects vs. inherent DR. But never mind. |
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True, aerogel has incredible heat shielding properties but can't be said to have much DR. I think we've all seen how slowly ice melts under a blowtorch compared to lead. |
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Same deal with swarms crawling through armor. If your DR is part of your bodily makeup, say you're an iron golem, there's nothing for the little buggers to crawl under, or at any rate no way for them to get through. Bottom line, the Damage Resistance does what it says. |
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And while cyclic damage may be a kind of wonky way of representing damage from heat/fire, that and FP loss are the two ways we have from the rule book of dealing with it. Furthermore, the fact that the fire elementals from Dungeon Fantasy are presented as being able to live in both their home environments and the dungeon environment with just Immunity to Metabolic Hazards and DR good against fire/heat, but no Temperature Tolerance whatsoever, means that is all they need and TT is superfluous once you have that combination. Otherwise, logically, if the idea of applying FP losses from temperature outside one's comfort zone to permanent HT instead to creatures with ItMH were correct, then even with the +15 to HT for resistance rolls, these creatures would be rolling 18s often enough that they would pretty rapidly die either in their home environment or in the dungeon - but there are no notes about them being unable to survive for long periods of time in either environment. Anybody who thinks I'm wrong is free to submit errata for those creatures explaining that they either need to have Temperature Tolerance up the wazoo or a note about their survivability. |
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You can even be an ST 1 pixie with an SM-6 sword, rolling something like 1d-11 damage or whatever, unless your sword has an unfavorable armor multiplier you still cause 1 cut or 1 imp to an unarmored human when you strike him. |
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A house cat would be unlikely to ever cause HP damage except through infections of minor wounds. To a healthy adult that is. 1 HP is 1/20th the damage required to cause 50% lethality in ST 10 HT 10 adult males. Sorry for the derailment. |
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There is no one way to decapitate. It's merely a special effect of cutting damage to the neck that results in death. So why not have melting be a special effect of heating damage that results in death? DR protects you, then you aren't taking enough heat to melt. |
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It's just an artifact of using DR, and damage in the first place. |
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You don't have to determine when things melt by Burn damage versus DR and HP (and HT). That was your suggestion. It's not an artifact of using DR, it's an artifact of using DR and several other things in a specific way. |
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If I pour tap water on a human, nothing happens, at least on any moderate time scale. How much burning damage is the tap water doing, then? Other than being at a temperature that happens to be harmless to humans, this isn't any different from 'how much burning damage does boiling water do' or 'how much burning damage does lava do' -- it will eventually destroy any object that can't withstand being raised to whatever temperature it is, and won't meaningfully harm any object that can. Now, you might want to say something like "1d6 per X degrees of temperature difference", which would make a clear connection between temperature and damage -- but if 200F water can do a point of damage (100F more than human body temperature), which it certainly can, this implies that a candle (temperature at flame core ~2500F) should be doing 7d damage, which is obviously ridiculous, and tends to result in DR vs heat that is essentially uncorrelated with DR vs other effects (actually, the equivalent for physical attacks is something like "what's the Mohs hardness of your armor"). I actually wrote a relevant blog post a while back. |
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