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Old 10-17-2012, 06:25 AM   #1
Ji ji
 
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Join Date: Feb 2012
Default Re: Defense Bonus

Uhm. I allow without any problem ST to 15, DX and IQ to 14, but not HT over 12, if we are talking about harsh realism (or 11+fit). Even with optional harsh bleeding rules of MA, HT 14 means 50% of spontaneous stop bleeding of a vital/artery wound; this is not what I call harsh realism*. If a person has exceptional resistence to some hazard, I prefer a specific +1/+2 like (hard to subdue) or (resistence to disease), above HT 12. An other way could be to fix some max to specific rolls, for example:
max to bleeding rolls, before location penalties: 12
max to death rolls: 14, -1 per HP full negative multiple
and to allow a maximum 13 or 14 for HT.

On the other hand, GURPS merging of BS-BM with DX and HT is a design matter, nor a simulative one. In fact you can buy or sell BS apart from DX and HT. I have no problem with players buying large amounts of BS, to a maximum of 7.25. I allow BS 8, too, (selling some BM), but not BS 8 + CR. Basic dodge 11, going 13 with acrobatic dodge (and before retreat or dropping options), seems to me enough for any realistical game.

However, dodge 11 plus the various bonus from DB, acrobatic dodge and retreat is already a problem, if you don't set cumulative penalties for successive dodges.

* I HR that a vitals bleeding roll failed by 1 or 2 lead to bleeding rolls every 30' instead of 30".

Last edited by Ji ji; 10-17-2012 at 06:30 AM.
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