Re: The Hunter and Unkillable
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Originally Posted by Hellboy
Well that's sort of a terrifying new rule. Kind of wish they had mentioned it under regeneration too, since we don't think to recheck every rule for changes. So f you had 1/turn regen and 1000 HP you would heal 100/turn?
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It isn't truly new rule though, just an expansion of one from Third Edition (Revised). If you are dealing with a lot of 3e books, I encourage getting a copy of GURPS Basic Set Third Edition (either regular or Revised), Compendium I and Compendium II. I didn't play enough D&D to know, but it may be similar (though I suspect less jarring) of a shift. So if you do have all three of those, then check out p.CII152-154. Those are the rules for understanding HT versus HP, which was important because until 4e, it was still common for HT to mean "Health" or "Hit Points" as the two numbers were usually the same... though as Third Edition (before and especially after it became Revised) developed, this was not the case.
Between how common place it was to have a split HT/HP score even before the (then optional) rules for HP being based on ST and not HT, the rules mentioned on these pages were almost constantly in use. Especially for creatures with 20+ HT scores since most of the time something had massive amounts of HP, not massive amounts of HT. On p.CII153-154 it finally gets to the relevant part: creatures with more HP recover lost HP faster.
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My GURPS Fourth Edition library consists of Basic Set: Characters, Basic Set: Campaigns, Martial Arts, Powers, Powers: Enhanced Senses, Power-Ups 1: Imbuements, Power-Ups 2: Perks, Power-Ups 3: Talents, Power-Ups 4: Enhancements, Power-Ups 6: Quirks, Power-Ups 8: Limitations, Powers, Social Engineering, Supers, Template Toolkit 1: Characters, Template Toolkit 2: Races, one issue of Pyramid (3/83) a.k.a. Alternate GURPS IV, GURPS Classic Rogues, and GURPS Classic Warriors. Most of which was provided through the generosity of others. Thanks! :)
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