Steve Jackson Games Forums

Steve Jackson Games Forums (https://forums.sjgames.com/index.php)
-   GURPS (https://forums.sjgames.com/forumdisplay.php?f=13)
-   -   Unsubduable (https://forums.sjgames.com/showthread.php?t=42408)

Kelsan 07-17-2008 06:46 PM

Unsubduable
 
At an estimate, what point cost would be good for the inability to be knocked unconscious? So far there are traits that make it harder to be subdued and able to recover from it much quicker, but there doesn't seem to be one that allows someone to stay conscious without a roll.

alaph 07-17-2008 07:07 PM

Re: Unsubduable
 
Quote:

Originally Posted by Kelsan
At an estimate, what point cost would be good for the inability to be knocked unconscious? So far there are traits that make it harder to be subdued and able to recover from it much quicker, but there doesn't seem to be one that allows someone to stay conscious without a roll.


I'd look at the cost for those traits and price it comparably to high levels of them.

But I think there is a skill like this somewhere, seems like it costs 150 pts and may be more than just subduable. It includes HPT.... damn I just read it last night, its in the basic book....

BonSequitur 07-17-2008 07:15 PM

Re: Unsubduable
 
I don't think you can, for the same reason you can't have an Affliction that bypasses the HT roll altogether: You can't have infinite effectiveness for a finite cost. All you can do is buy very high levels of Hard to Subdue, possibly combined with Doesn't Sleep.

Kelsan 07-17-2008 07:30 PM

Re: Unsubduable
 
Quote:

Originally Posted by BonSequitur
I don't think you can, for the same reason you can't have an Affliction that bypasses the HT roll altogether: You can't have infinite effectiveness for a finite cost. All you can do is buy very high levels of Hard to Subdue, possibly combined with Doesn't Sleep.

Er, unless I misunderstand, you can have an Affliction which doesn't allow resistance; It's one of the main uses of the Cosmic enhancement. Also, there are already advantages that give you the same 'infinite effectiveness'. Unkillable completely bypasses death checks and Immunity makes you totally impervious to various hazards, to give two examples. Am I just misinterpreting your point?

David Johnston2 07-17-2008 07:35 PM

Re: Unsubduable
 
[QUOTE=Kelsan]
Quote:

Er, unless I misunderstand, you can have an Affliction which doesn't allow resistance; It's one of the main uses of the Cosmic enhancement.
No, that's something Cosmic doesn't do. It can be used to eliminate things like Mindblocks that add to resistance, but there's always a resistance roll or a dodge roll.
Quote:

Also, there are already advantages that give you the same 'infinite effectiveness'. Unkillable completely bypasses death checks
Death _checks_ yes but not death. You still die even with Unkillable, although with higher levels you get to come back.

alaph 07-17-2008 07:37 PM

Re: Unsubduable
 
There is an advantage in the basic book that cost around 150 that is basically immunity from subdual, shock, and a few other things....

Ill look it up after dinner

BonSequitur 07-17-2008 07:40 PM

Re: Unsubduable
 
Quote:

Originally Posted by Kelsan
Er, unless I misunderstand, you can have an Affliction which doesn't allow resistance; It's one of the main uses of the Cosmic enhancement.

"No version of Cosmic bypasses the resistance roll against Affliction [...]. Despite its name, 'irresistible attack' simply negates protection such as DR and Mind Shield." (GURPS Powers page 101)

Quote:

Also, there are already advantages that give you the same 'infinite effectiveness'. Unkillable completely bypasses death checks and Immunity makes you totally impervious to various hazards, to give two examples. Am I just misinterpreting your point?
I'm working by analogy from the notion that Affliction can't be irresistible, but you can just as easily make the point that "Unsubduable" is to "Hard to Subdue" as "Unkillable" is to "Hard to Kill." Unkillable 1 costs 50 points, which works out to 25 levels of Hard to Kill. By the same token, Unsubduable would cost the same as 25 levels of hard to subdue - 50 points. I think "Unsubduable" compares more readily to Unkillable 1 because, as is the case with Unkillable 1, the character can still be neutralised given enough damage - destruction of the body, with Unkillable 1, and actually killing him, with Unsubduable.

EDIT: But as David Jonston said, Unkillable doesn't really compare since it protects the character from the permanent effects of death, not from being taken out of combat.

alaph 07-17-2008 07:43 PM

Re: Unsubduable
 
B89 Supernatural Durability

Thats what I was thinking about

The Benj 07-17-2008 07:44 PM

Re: Unsubduable
 
Quote:

Originally Posted by Kelsan
Er, unless I misunderstand, you can have an Affliction which doesn't allow resistance; It's one of the main uses of the Cosmic enhancement.

No, Cosmic: Irresistable Attack means you don't get any bonus to the HT roll from DR, Resistant, equipment etc. (unless they're enhanced by Cosmic as well). The only way to effectively disallow a resistance roll is to have sufficient levels of Affliction to penalise their roll below 3, meaning they cannot succeed.

Quote:

Also, there are already advantages that give you the same 'infinite effectiveness'. Unkillable completely bypasses death checks and Immunity makes you totally impervious to various hazards, to give two examples. Am I just misinterpreting your point?
I'd certainly allow it. I'd probably price it like Unfazeable, equivalent to 7.5 levels of Hard to Subdue. So 15 points. Seems fairly cheap, but it really only does one thing and is only appropriate to some characters (I'd limit it to beings who don't have a non-conscious state, making them effectively ineligible for unconsciousness)

BonSequitur 07-17-2008 07:46 PM

Re: Unsubduable
 
Quote:

Originally Posted by alaph
B89 Supernatural Durability

Thats what I was thinking about

That includes immunity to being knocked out but is much broader.

The Benj 07-17-2008 07:47 PM

Re: Unsubduable
 
Quote:

Originally Posted by David Johnston2
Death _checks_ yes but not death. You still die even with Unkillable, although with higher levels you get to come back.

You can still die with Unkillable 1, but with the two higher levels you NEVER die.

Level 2: you are rendered unconscious at -10xHP, but you're not dead.

Level 3: You immediately become an insubstantial being at -10xHP, but you're not dead.

alaph 07-17-2008 08:12 PM

Re: Unsubduable
 
Quote:

Originally Posted by BonSequitur
That includes immunity to being knocked out but is much broader.


So start there and narrow it up?

Figleaf23 07-17-2008 09:01 PM

Re: Unsubduable
 
Quote:

Originally Posted by alaph
There is an advantage in the basic book that cost around 150 that is basically immunity from subdual, shock, and a few other things....

Ill look it up after dinner

Supernatural Durability, p.B89.

pawsplay 07-17-2008 09:10 PM

Re: Unsubduable
 
Add ablative DR to taste.

Figleaf23 07-17-2008 09:21 PM

Re: Unsubduable
 
There are several cases of stepped advantages and such that lead to a finally priced absolute version. They might be appropriate models for pricing an absolute level of Hard to Subdue. Consider:

-Resistant thru Immune

-Fearless thru Unfazeable

-Extended Lifespan / Unaging

-Less sleep/Doesn't Sleep

-Extended Duration/Permanent.

vicky_molokh 07-18-2008 04:31 AM

Re: Unsubduable
 
Quote:

Originally Posted by Kelsan
Er, unless I misunderstand, you can have an Affliction which doesn't allow resistance; It's one of the main uses of the Cosmic enhancement.

What the? Do I have to ask Fade to make a pop-up going directly to 5.2.3 and 5.2.4?

younglorax 07-18-2008 06:06 AM

Re: Unsubduable
 
I'd call it 20 points.

Reason:
-Hard to Subdue is 2pts / level. For most characters, 8 levels of Hard to Subdue means that you're rolling against 18 to avoid falling unconcious. 18 is a nice number, for 3d6.

-Compare to Less Sleep and Doesn't Sleep. Less Sleep costs 2pts / level, and 8 levels of Less Sleep would mean you never have to sleep, if it were allowed. But instead, you're supposed to take Doesn't Sleep, which costs 20 points.

Seems equivalent enough to me.

PK 07-18-2008 11:33 AM

Re: Unsubduable
 
Quote:

Originally Posted by Molokh
What the? Do I have to ask Fade to make a pop-up going directly to 5.2.3 and 5.2.4?

*shrug* Blame the authors for deciding to name the stupid enhancement "Irresistible Attack". Unfortunately, there are many people in this world who don't bother reading the actual description of something and just judge it by its name alone.

Not another shrubbery 07-18-2008 11:58 AM

Re: Unsubduable
 
Quote:

Originally Posted by Rev. Pee Kitty
*shrug* Blame the authors for deciding to name the stupid enhancement "Irresistible Attack". Unfortunately, there are many people in this world who don't bother reading the actual description of something and just judge it by its name alone.

...
<<
>>
What?!

heh

Maybe one day I'll collect all the little troublesome bits like that and start a thread "4E Pet peeves" :/

... or has that already been done :?

NineDaysDead 07-18-2008 12:57 PM

Re: Unsubduable
 
Old Thread

Quote:

Originally Posted by NineDaysDead
Quote:

Originally Posted by GURPS page 118
For instance, "automatically makes all normal Vision rolls" is about as useful as "automatically makes all Fright Checks," so you might price that ability along the lines of Unfazeable, for 15 points.

Acute Vision costs 2/level.
There are penalties to Vision rolls.
Automatically makes all normal Vision rolls is suggested to cost 15 points.

Fearlessness costs 2/level.
There are penalties to Fright Checks.
Automatically makes all Fright Checks (Unfazable) costs 15 points.

Hard to Subdue costs 2/level.
There are penalties to Consciousness rolls.
Would it be reasonable for “automatically makes all Consciousness rolls” to cost 15 points?

In the case of “Knockdown and Stunning” it would make you immune to the effects of “a failure by 5 or more, or any critical failure”. As for Hazards, you’d be immune to Comas and Unconsciousness (maybe Sleep, as it’s listed under Hard to Subdue, under Advantages that Aid Resistance, Powers page 169), the same way Injury Tolerance: No Vitals makes you immune to Heart Attacks.

EDIT in bold and underlined: Alternatively:
Unconsciousness is an "Affliction", Basic set page 428-429.
Immunity can protect you from “Afflictions” So:

Immunity to All Unconsciousness: Very Common [30].
Immunity to Unconsciousness from Injury: Common [15].
Unconsciousness rolls below 0HP and Unconsciousness from stunning and knockdown rolls, and from some criticals.

Immunity to Unconsciousness from Unconsciousness rolls below 0HP: Occasional [10].
Many cinematic characters seem to have this, they never just lose consciousness for injury, but one good blow can still knock them out.

David Johnston2 07-18-2008 01:30 PM

Re: Unsubduable
 
Quote:

Originally Posted by younglorax
I'd call it 20 points.

Reason:
-Hard to Subdue is 2pts / level. For most characters, 8 levels of Hard to Subdue means that you're rolling against 18 to avoid falling unconcious. 18 is a nice number, for 3d6.

-Compare to Less Sleep and Doesn't Sleep. Less Sleep costs 2pts / level, and 8 levels of Less Sleep would mean you never have to sleep, if it were allowed. But instead, you're supposed to take Doesn't Sleep, which costs 20 points.

Seems equivalent enough to me.

It isn't. Impossible to Subdue is way more powerful than Doesn't Sleep, particularly when you combine it with Unkillable.

RedMattis 07-18-2008 03:21 PM

Re: Unsubduable
 
Quote:

Originally Posted by NineDaysDead
Old Thread

Alternatively:
Unconsciousness is an "Affliction", Basic set page 428-429.
Immunity can protect you from “Afflictions” So:

Immunity to All Unconsciousness: Very Common [30].
Immunity to Unconsciousness from Injury: Common [15].
Unconsciousness rolls below 0HP and Unconsciousness from stunning and knockdown rolls.

Immunity to Unconsciousness from Unconsciousness rolls below 0HP: Occasional [10].
Many cinematic characters seem to have this, they never just lose consciousness for injury, but one good blow can still knock them out.

Nice!
I like how you split up the immunities. *adds to extended advantage/disadvantage list*

Figleaf23 07-18-2008 07:53 PM

Re: Unsubduable
 
Quote:

Originally Posted by Not another shrubbery
...

Maybe one day I'll collect all the little troublesome bits like that and start a thread "4E Pet peeves" :/



Was it Sysiphus in Greek mythology who was condemned to push a boulder to the top of a hill for all eternity?

Kelsan 07-18-2008 10:23 PM

Re: Unsubduable
 
Quote:

Originally Posted by BonSequitur
"No version of Cosmic bypasses the resistance roll against Affliction [...]. Despite its name, 'irresistible attack' simply negates protection such as DR and Mind Shield." (GURPS Powers page 101)

Whoops. How did I manage to muddle that one up in all these years?

Quote:

Originally Posted by BonSequitur
I'm working by analogy from the notion that Affliction can't be irresistible, but you can just as easily make the point that "Unsubduable" is to "Hard to Subdue" as "Unkillable" is to "Hard to Kill." Unkillable 1 costs 50 points, which works out to 25 levels of Hard to Kill. By the same token, Unsubduable would cost the same as 25 levels of hard to subdue - 50 points. I think "Unsubduable" compares more readily to Unkillable 1 because, as is the case with Unkillable 1, the character can still be neutralised given enough damage - destruction of the body, with Unkillable 1, and actually killing him, with Unsubduable.

EDIT: But as David Jonston said, Unkillable doesn't really compare since it protects the character from the permanent effects of death, not from being taken out of combat.

The principle of extrapolating from an existing levelled advantage is sound, but 50 points still comes across as a bit too high a cost. It's certainly a very useful advantage, but it doesn't seem to be on the same level as Unkillable.

Quote:

Originally Posted by Rev. Pee Kitty
*shrug* Blame the authors for deciding to name the stupid enhancement "Irresistible Attack". Unfortunately, there are many people in this world who don't bother reading the actual description of something and just judge it by its name alone.

Guilty as charged.

Quote:

Originally Posted by NineDaysDead
EDIT in bold and underlined: Alternatively:
Unconsciousness is an "Affliction", Basic set page 428-429.
Immunity can protect you from “Afflictions” So:

Immunity to All Unconsciousness: Very Common [30].
Immunity to Unconsciousness from Injury: Common [15].
Unconsciousness rolls below 0HP and Unconsciousness from stunning and knockdown rolls, and from some criticals.

Immunity to Unconsciousness from Unconsciousness rolls below 0HP: Occasional [10].
Many cinematic characters seem to have this, they never just lose consciousness for injury, but one good blow can still knock them out.

Thanks for the link. The idea of dividing the advantage up by type and scope of unconsciousness is a nice one. It makes a 15-point version look a lot more viable, since its holder would still be vulnerable to fatigue, knockout gas, etc.

Quote:

Originally Posted by David Johnston2
It isn't. Impossible to Subdue is way more powerful than Doesn't Sleep, particularly when you combine it with Unkillable.

Being able to stay awake forever wouldn't necessarily make someone immune to the other effects of sleep deprivation. They'd still be intensely fatigued and would likely be continuously hallucinating or worse after a fortnight at the most.


Thanks for the replies, everyone. Based on the discussion I'm going to play it safe and price Unsubduable at 30 points. That might turn out to be too much, but it's going to be used in a Supers game where the players can combine it with Unkillable. Better safe than sorry...

RedMattis 07-19-2008 04:43 AM

Re: Unsubduable
 
Quote:

Originally Posted by Kelsan
Being able to stay awake forever wouldn't necessarily make someone immune to the other effects of sleep deprivation. They'd still be intensely fatigued and would likely be continuously hallucinating or worse after a fortnight at the most.

Doesn't sleep means that you do not sleep and you will not suffer the effects of sleep deprivation.
The advantage is made mostly for creatures/things such as self-powered robots, golems, zombies, and other, usually unliving, things.

Not another shrubbery 07-19-2008 09:11 AM

Re: Unsubduable
 
Why no mention of Recovery? That looks like an obvious starting place to me.

Figleaf23 07-19-2008 10:40 AM

Re: Unsubduable
 
Quote:

Originally Posted by Not another shrubbery
Why no mention of Recovery? That looks like an obvious starting place to me.

Nice! Reduce it to take zero time, make it Reflexive if deemed necessary, and there you are, quite canonically too.

NineDaysDead 07-19-2008 10:45 AM

Re: Unsubduable
 
Quote:

Originally Posted by Figleaf23
Nice! Reduce it to take zero time, make it Reflexive if deemed necessary, and there you are, quite canonically too.

I don't think adding Reflexive to recovery will do anything. You could argue for Recovery being a leveled trait, with every 10 points dividing the time by 60, so you would need 3 levels or 30 points.

Not another shrubbery 07-19-2008 11:01 AM

Re: Unsubduable
 
Quote:

Originally Posted by NineDaysDead
You could argue for Recovery being a leveled trait, with every 10 points dividing the time by 60, so you would need 3 levels or 30 points.

That doesn't feel right to me. It looks like the model for Reduced Consumption/Doesn't Eat or Drink might map better. If Recovery were placed in RC's pricing scheme, it would be at about level 2.5, suggesting that 20 points might be a fair cost.

EDIT: Actually, it would be about level 3.5, which would suggest a cost around 15 points... that does feel too low. RC always did look kind of strange the way the effect jumped around the linear price increase ;p

Kelsan 07-19-2008 03:07 PM

Re: Unsubduable
 
Quote:

Originally Posted by RedMattis
Doesn't sleep means that you do not sleep and you will not suffer the effects of sleep deprivation.
The advantage is made mostly for creatures/things such as self-powered robots, golems, zombies, and other, usually unliving, things.

Yes, that's the point I was trying to make: Namely that simply being able to stay conscious with another advantage is no substitute for Doesn't Sleep.


All times are GMT -6. The time now is 05:47 PM.

Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.