12-21-2021, 11:02 AM | #1 |
Join Date: Oct 2010
Location: earth....I think.
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Conditional Injury and Injury Tolerance
So I am in the process of adding to my martial arts world book, and one thing I wanted to add was conditional injury from pyramid 3/120. I have come to a few things that needs clearing up.
Injury Tolerance Damage Reduction, how should this interact with the rules? There are rules for unliving, homogenous and diffuse, but damage reduction is left out. From what I can guess, I would treat the divisors and subtraction. So IT:DR 4, which divides penetrating damage by 4, would be a -4 severity modifier. The problem I see with this is that at low HP, this is expensive (You can spend 6cp to go from HP 10 to HP 13 and thus increase RT by 1) while at high HP it is cheap. For my games I would limit how many levels you can take, and who can take them as well as prerequisites, but I like rules that require less handling from GM. The other question would be about poison and disease. I saw a thread asking this same question but no response to it. |
12-21-2021, 11:19 AM | #2 |
Join Date: Jun 2013
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Re: Conditional Injury and Injury Tolerance
Unmodified IT:DR should simply be [25] per -1 to Severity when using Conditional Injury, just as unmodified Vulnerability should simply be [-25] per +1 to Severity. In edge cases where the character is already close to a threshold, IT:DR can be a bad deal compared to boosting HP. Switching RT from covering a range of HP's to instead having each RT correspond to only one HP value, and requiring characters to have HP matching up to one of these values (so, for example, a character with HP 12 would have to either take -2 to HP for [-4] or +3 to HP for [6], if you set the threshold values to match the Size and Speed/Range table), will avoid such edge cases. You'll still have the issue that low levels of IT:DR are a bad deal if you don't have high HP, but that's something present in default GURPS; if this is a problem, consider repricing IT:DR in these cases to match how much you'd need to spend on HP to get the same effect (so for a character with 5 HP, IT:DR that gives -2 to Severity has a base cost of only [10], to match up with what +5 HP would cost).
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12-21-2021, 11:45 AM | #4 | |||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Conditional Injury and Injury Tolerance
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But yeah, it very much looks like you get 25 points for -2 Severity, and 25 points for each additional -1. That works well enough for the four levels allowed in Powers, and one could potentially extend it. Check to see if that breaks anything! Quote:
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I'm facing similar decisions, as it happens, as I write up some diseases and toxins for the Bestiary.
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12-21-2021, 12:18 PM | #5 | |
Join Date: Jun 2013
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Re: Conditional Injury and Injury Tolerance
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The idea of treating poisons (and probably other cyclic damage) as simply a wound that keeps getting worse is both simple and effective; I'll have to think of the best way to implement this - perhaps simply +1 severity per cycle, with an HT roll only if it's designed as resistible? But then a 1-damage cyclic wound might ramp up too quickly, particularly at later stages... again, something to think on.
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12-21-2021, 12:31 PM | #6 |
Join Date: Oct 2010
Location: earth....I think.
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Re: Conditional Injury and Injury Tolerance
Sounds like I was on the right track.
I added an IT:DR 1.5 for 25cp for my games and ignore the missing "7" in the chart so I don't have to change the costs of them all, but since I am already doing that, might as well do it all. So IT:DR matches Severity Modifier on a 1 to 1 ratio and cost 25cp each level. Sounds good to me. I can add a UB for higher levels on top of my normal prerequisite of certain levels of power talent. |
12-21-2021, 12:37 PM | #7 | |||
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Conditional Injury and Injury Tolerance
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Basically, some diseases/poisons will proceed to a certain level of badness and then stop. Others keep going and will probably kill you. A thing that rolled the same HT roll each severity check would rapidly escalate to fatal, and would be used for really bad stuff. Weaker poisons would scale HT bonuses to the point where only an already-weakened individual would fail the roll, and you're looking for crit fails that indicate an allergic reaction, systemic shock, or a particular susceptibility. but having poisons and disease do HP of damage, converting that to something else, then using the CI system feels like the wrong approach to me.
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