Quote:
Originally Posted by vierasmarius
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)!
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Erm.
The poster I responded to said they were incorporating D&D's excessive amount of HP; that means they weren't talking about Level 1 characters as those don't have an excessive amount of HP (as you also noted).
I responded with how I have implemented precisely that effect (excessive HP, no death spiral) in GURPS before. I've also used Icelander's ideas on top of my implementation before. (I run high point value games. DF
is low level stuff to me. Hell, MH is a tad lower than my preferred level given that I prefer 600/~/~ characters and it uses 400 point templates. Assuming we're not talking supers, where I go into the sub-10k values instead.)