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Old 07-11-2012, 12:43 PM   #13
Bruno
 
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Join Date: Sep 2004
Location: Canada
Default Re: [Technical Solutions] Complete Guide to Tanking in GURPS

Quote:
Originally Posted by Not another shrubbery View Post
The Vitality Reserve construct does appear in the FAQ, FWIW.

If you make it work like an ER, the VR may not be as useful as it first seems, as expenditures from the pool would have to be conscious decisions, and attacks would usually be targeting actual HP.
Quote:
Originally Posted by Ulzgoroth View Post
The concern you raise appears to be that there's a mechanic for ER that would be a terrible, terrible idea to use for VR. That seems trivial to avoid...
Quote:
Originally Posted by Sunrunners_Fire View Post
Especially as VR doesn't have that mechanic and that adding said mechanic to VR should be a limitation and so discount its' cost. (NO Reflexive, -20%, for example.)
The huge problem I have with the "objection" is that's not a property of ER, that's a property of FP, which ER inherit from. VR inherits from HP, and is an analog of ER, not a descendant trait of ER.

(EDIT: OR if you're using a multiple-inheritance language, there's a third class: "Reserve", and VR is a descendent of HP and Reserve, while ER is a descendent of FP and Reserve. Either way, the core functionality of VR is defined by what HP does, not what ER does and therefore what FP does.)
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Last edited by Bruno; 07-11-2012 at 12:47 PM.
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