Quote:
Originally Posted by Sunrunners_Fire
Thats' actually rather easy to do in GURPS. House Rule - Don't make rolls (and potentially don't suffer penalties) for hitting the various HP thresholds. Automatically fall unconscious at -(HP * 5); healing or medical care is required after falling unconscious or the character dies. Automatically die at -(HP * 10).
Suddenly, even a ST 10 character has 60 HP and doesn't actually die until it has lost a total of 110 HP .. assuming it gets medical care or healing magic applied once its' fallen unconscious. Selectively apply this to the PCs and whatever NPCs you want it to apply to; keep the mook / worthy / boss rules as per normal if you use those in your game.
|
That's effectively giving all PCs Unkillable I, with the added benefit of covering KO rolls up to -5xHP. I'd say that's going too far. I'd much rather do what (IIRC) Icelander does, and allow PCs to purchase Injury Tolerance, Extra HP and/or Vitality Reserve. This gives a more gradual effect as the PCs "level up", and draws a clearer distinction between front-line fighters and support characters.
Also, Remember that a level 1 D&D character likely has
fewer HP than a GURPS character (depending on edition) and is automatically KO'd / killed at 0 / -10 HP. It's entirely possible for a weak level 1 D&D character to be incapacitated from falling into a 10' pit, or die to a few blows from their housecat. If trying to replicate the feel of low-level D&D (for whatever reason) giving them 60+ HP is not the way to go. In fact, you could make an argument that they should have Easy to Kill, or even Fragile: Unnatural (die automatically at -1xHP)!