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Join Date: Sep 2004
Location: Yucca Valley, CA
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Thanks for the continuing input, folks.
My second thought upon reading Second Wind was this: Awhile after the fight's over, when everybody's recovered FP, then everybody heals themselves. After a fight in the morning, everybody is fully healed by suppertime. And that goes beyond cinematic and gets into the territory of magical healing. And my first thought after that, much as you suggest, was to limit Second Wind to healing damage just taken. That's pretty much how my original proposal worked and I was visualizing it some kind of defensive manifestation of ki as a physical force. But that's not how cinema works. The hero is battered and going down, and then he pops back up again and wins at the last minute, truly a second wind. Or the hero has been resting and recuperating for awhile, from a great battle, and he is not yet fully healed when duty calls, yet he answers and performs in typical heroic manner "feeling" his wounds again only when the danger has passed. This part is not terribly cinematic, because adrenalin can work that way. That's when the notion occurred to treat the HP as temporary occurred. A healer will still be necessary at the end of the fight, and an injured warrior might well wait, hoping to use his Extra Effort to better purpose, until he takes enough damage to slow his dodge or risk unconsciousness, then say heckwithit and pump himself back up, temporarily, to the level where no penalties accrue. With the temporary effect, I'm not sure I need a rule like a minimum of one point per wound, and I don't want to keep track of individual wounds long after they're delivered, either. Not sure I'll stick with this but it's likely what I'll be testing when I get this campaign off the ground, if possible. Looks like events may derail that; Yucca Valley, CA, is not exactly the GURPS-gaming center of the universe (unless the universe is a donut). GEF Quote:
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| Tags |
| fatigue, hit points, vitality reserve |
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