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NineDaysDead 03-03-2016 06:37 AM

Re: The Hunter and Unkillable
 
Quote:

Originally Posted by Hellboy (Post 1984958)
Right, it's simply enough when the per-turn heals normal damage before the first healing of the per-minute begins, but not sure what to do when they overlap.

They don't overlap. Heal all the fastest healing injury type first, then the next fastest healing injury type, and so on.

Quote:

Originally Posted by Hellboy (Post 1984958)
So 1 minute goes by: I should steal at most heal 60 HP. But I could opt for that to be 59 normal damage and 1 silver damage, by trading one of my per-turns each minute for a per-minute.

No. GURPS Healing is sequential not simultaneous. You could heal 59hp at 1 HP per second, but then you need a whole other minute to heal 1 HP at 1 HP per minute, making the total time 1 minute 59 seconds.

You don't count the healing time from when you were injured, but from when you healed the previous HP.

Varyon 03-03-2016 07:54 AM

Re: The Hunter and Unkillable
 
Quote:

Originally Posted by Hellboy (Post 1984958)
So 1 minute goes by: I should steal at most heal 60 HP. But I could opt for that to be 59 normal damage and 1 silver damage, by trading one of my per-turns each minute for a per-minute.

Not quite. Normal injury heals at a rate of 1 HP/second for you, while silver-inflicted injury heals at a rate of only 1 HP/minute. That means your normal injury should take 3600 seconds (1 hour) to heal fully, and your silver-inflicted injury should take 60 minutes (again, 1 hour) to heal fully. There shouldn't be any combination of healing rates (absent outside intervention, of course) where it takes you less time than the sum of those two times - a total of 2 hours - for you to heal up to full. Using your "59 normal, 1 silver per minute" rate, you're going to heal up to full in 1 hour, 1 minute. That's clearly wrong.

The simplest way to handle it is, as NineDaysDead suggests, to heal the quickest-healing injury first. If the visuals of this - wounds from silver weapons not even starting to close until all other wounds are gone - bothers you too much, you could split the healing up so that you recover 1800 HP normal injury and 30 HP silver-inflicted injury in an hour. You'll overall recover at the same rate (still takes 2 hours to get back up to full), but instead of 1 HP per second followed by 1 HP per minute, you're recovering 1 normal HP per 2 seconds and 1 silvered HP per 2 minutes simultaneously.

(EDIT: Of course, I should note here that your situation is purely theoretical. Regeneration actually scales with HP, just like natural healing, so Fast Regeneration would give you a rate of 366/minute, Very Fast Regeneration would give you a rate of 366/second. With some work, you might be able to figure out fair costs for 1/min and 1/sec for your HP, however.)

Varyon 03-03-2016 03:13 PM

Re: The Hunter and Unkillable
 
Quote:

Originally Posted by Hellboy (Post 1985175)
This must be one of those 3>4 changes I didn't notice, will have to review the updated ability. I guess the thing about normal damage first makes sense. This also means that if someone uses healing spells on you, they won't get wasted on healing normal damage that will quickly go away, by healing the normal first it lets the healing spells target the slower bane damage.

The way healing spells/abilities/technology will work is going to be up to the GM. Unless using houserules for targeting specific wounds while healing, I'd probably have any external healing have a proportional effect. If you've got 10 HP of injury and that should take an hour to heal, a 5 HP healing effect should cut healing time in half, not to (by targeting Bane damage) or by (by targeting the normal damage) only a couple minutes. Others might feel Bane is such a low-point modifier that letting characters overcome it by more effectively prioritizing healing abilities is perfectly fine.

Mithlas 03-04-2016 02:56 AM

Re: The Hunter and Unkillable
 
Quote:

Originally Posted by Varyon (Post 1984976)
Regeneration actually scales with HP, just like natural healing, so Fast Regeneration would give you a rate of 366/minute, Very Fast Regeneration would give you a rate of 366/second. With some work, you might be able to figure out fair costs for 1/min and 1/sec for your HP, however.

I might be missing something, but in the main and Powers book I don't see anything indicating Regeneration scales with HP or it would've said something like "regenerates N percentage of HP". It does mention reducing by proportion the recovery time of abilities under Powers, but that's for restoration of abilities like DR (Ablative).

As to "what damage heals first", my books don't give an explicit indication so I would think that the "fast damage" heals first, then the slow damage heals after that. Unless you buy two Regeneration abilities (one for general and a limited one for the slower bane version), and an Alternate Ability would function one at a time and probably also go fast then slow healing unless you've come to an understanding with your GM during character creation.

NineDaysDead 03-04-2016 06:09 AM

Re: The Hunter and Unkillable
 
Quote:

Originally Posted by Mithlas (Post 1985380)
I might be missing something, but in the main and Powers book I don't see anything indicating Regeneration scales with HP or it would've said something like "regenerates N percentage of HP". It does mention reducing by proportion the recovery time of abilities under Powers, but that's for restoration of abilities like DR (Ablative).

It's not listed under Regeneration because all healing works this way.
Quote:

Originally Posted by High HP and Healing; basic page 424
The healing rates given for natural recovery, first aid, magical healing spells, the Regeneration advantage, etc. assume someone with human-scale Hit Points; that is, with fewer than 20 HP. Those with more HP heal in proportion to their HP score. Multiply HP healed by 2 at 20-29 HP, by 3 at 30-39 HP, by 4 at 40-49 HP, and so on, with each full 10 HP adding 1 to the multiple.


NineDaysDead 03-04-2016 12:16 PM

Re: The Hunter and Unkillable
 
Quote:

Originally Posted by Hellboy (Post 1985532)
Well that's sort of a terrifying new rule. Kind of wish they had mentioned it under regeneration too, since we don't think to recheck every rule for changes. So f you had 1/turn regen and 1000 HP you would heal 100/turn?

Yes.
Quote:

Originally Posted by Hellboy (Post 1985532)
I guess it would make sense, if multiple people were down, for healers to prioritize healing the higher HP victims since they can be brought back to consciousness for cheaper.

Huh? It costs just as much FP to bring someone back from -1XHP to 0 if they have 10 HP or 1,000 HP.

Nereidalbel 03-04-2016 12:18 PM

Re: The Hunter and Unkillable
 
Quote:

Originally Posted by Hellboy (Post 1985532)
Well that's sort of a terrifying new rule. Kind of wish they had mentioned it under regeneration too, since we don't think to recheck every rule for changes. So f you had 1/turn regen and 1000 HP you would heal 100/turn?

Yep. It's actually quite a useful rule, as buying twice as much HP doesn't mean you're out of commission for twice as long.

Otaku 03-04-2016 03:08 PM

Re: The Hunter and Unkillable
 
Quote:

Originally Posted by Hellboy (Post 1985532)
Well that's sort of a terrifying new rule. Kind of wish they had mentioned it under regeneration too, since we don't think to recheck every rule for changes. So f you had 1/turn regen and 1000 HP you would heal 100/turn?

It isn't truly new rule though, just an expansion of one from Third Edition (Revised). If you are dealing with a lot of 3e books, I encourage getting a copy of GURPS Basic Set Third Edition (either regular or Revised), Compendium I and Compendium II. I didn't play enough D&D to know, but it may be similar (though I suspect less jarring) of a shift. So if you do have all three of those, then check out p.CII152-154. Those are the rules for understanding HT versus HP, which was important because until 4e, it was still common for HT to mean "Health" or "Hit Points" as the two numbers were usually the same... though as Third Edition (before and especially after it became Revised) developed, this was not the case.

Between how common place it was to have a split HT/HP score even before the (then optional) rules for HP being based on ST and not HT, the rules mentioned on these pages were almost constantly in use. Especially for creatures with 20+ HT scores since most of the time something had massive amounts of HP, not massive amounts of HT. On p.CII153-154 it finally gets to the relevant part: creatures with more HP recover lost HP faster.


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