10-28-2019, 11:41 AM | #1 |
Join Date: Feb 2016
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Fixing Injury Tolerance [Basic/Powers]
One of the issues with Injury Tolerance is that Unliving objects as supposed to have twice the HP of living objects while Homogeneous/Diffuse objects are supposed to have four times the HP of living objects. This means that a corpse would have twice the HP of the person that they were beforehand, while a sack of ground meat made from the same person would have four times the HP, which is paradoxical. In order to address that paradox, I would suggest the following changes to the rules concerning Injury Tolerance.
In addition to its normal effects, Unliving should halve final damage, rounded down (minimum 1 HP), and should be 60 CP rather than 20 CP, rather than doubling HP. In addition to its normal effects, Homogenous should quarter final damage, rounded down (minimum 1 HP), and should be 120 CP rather than 40 CP, rather than quadrupling HP. In addition to its normal effects, Diffuse should quarter area effect damage (minimum 1 HP), and should be 150 CP rather than 100 CP, rather than quadrupling HP. What do you think? Is it a workable solution? Or is it something that people take too seriously? |
10-28-2019, 12:28 PM | #2 | |||
Join Date: Sep 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
Generally I agree. You will get into a slight rounding issue, though, where weak attacks of 1 HP effectively do more damage under this system.
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10-28-2019, 12:33 PM | #3 |
Join Date: Jan 2015
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Re: Fixing Injury Tolerance [Basic/Powers]
The HP multiplication is more like a guideline, rather than rule.
The living is relatively easy to kill/destroy because it has vital organs and can bleed out, among other things. The unliving/machine is harder to kill/destroy because they aren't as fragile as the living. The homogenous characters are even more so, because poking a hole through an animated stone golem doesn't significantly damage it. However that's one part of the equation. A robot might actually have less HP than a human because their components are sensitive and fragile, without redundancies and so on. A golem is a supernaturally animated and the amount of damage it can sustain before the magic breaks might be way below that of the damage needed to destroy its physical body. It's also has been suggested before that using IT(DR) instead of extra HP is a valid alternative, though there are break points. |
10-28-2019, 12:36 PM | #4 | |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Fixing Injury Tolerance [Basic/Powers]
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10-28-2019, 12:47 PM | #5 | ||||
Join Date: Feb 2011
Location: Cambridge, MA
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Re: Fixing Injury Tolerance [Basic/Powers]
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EDIT: Ninjaed by a few posters above... Last edited by Gnome; 10-28-2019 at 12:50 PM. Reason: Ninjaed! |
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10-28-2019, 01:39 PM | #6 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Fixing Injury Tolerance [Basic/Powers]
It's a bit of an extrapolation from the Build Table (p. B18) and Object Hit Points, p. B558, where if someone of average ST 10 and mass (115-175 lbs) follows the same base progression of N x cube root of weight, then HP are roughly 1.78 to 2.06 times the cube root of weight for living creatures.
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10-28-2019, 01:40 PM | #7 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Fixing Injury Tolerance [Basic/Powers]
I dont see a problem here either. As several others have already said living things are more fragile than bulk material.
Consider that you need to do 2*HP in damage to possibly kill someone, but get them to negative 5*HT o insure death, and negative 10*HT to obliterate them. Machines are considered nonfunctional at 0 HP (effectively negative HP*1)
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10-28-2019, 02:28 PM | #8 | |
Join Date: Jun 2013
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Re: Fixing Injury Tolerance [Basic/Powers]
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That said, I don't think Unliving/Homogenous/Diffuse should have IT:DR bundled into them - a zombie can easily be just as vulnerable to crushing, cutting, and burning as the living person it was made from. However, neither should they have more powerful Slams and the like. Any additional resilience compared to their base should be purchased separately as IT:DR or HP (Massless +0%). Reduced resilience is likely in the form of Vulnerability.
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10-28-2019, 03:40 PM | #9 | |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Re: Fixing Injury Tolerance [Basic/Powers]
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10-28-2019, 03:53 PM | #10 | ||
Join Date: Jan 2015
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Re: Fixing Injury Tolerance [Basic/Powers]
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Another yet option is to also buy IT(DR) with unliving or homogeneous instead of extra HP. |
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