05-07-2021, 11:38 AM | #11 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Realistic Hard to Kill/Subdue
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Bill Stoddard I don't think we're in Oz any more. |
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05-07-2021, 11:56 AM | #12 | |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Realistic Hard to Kill/Subdue
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So the answer to my original question is that it's not so important whether it's zero, one, two, or more levels of Hard to Kill/Subdue; what's important is what effective HT is for unconsciousness and death rolls. Treat them according to the same scale: an effective HT of 15 is "amazing" — people will be astonished at your ability to stay alive. How far you're willing to entertain "amazing," "legendary," and even "mythic" abilities for characters will inform your decision on allowable traits. Does your game have characters who are the best ever in some area? Then "legendary" (17-18) attributes might be suitable. Does your game have characters who go beyond that, to theoretically possible but never before seen human ability? Then allow "mythic" (19-20) attributes. |
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05-07-2021, 12:22 PM | #13 | |
Join Date: Aug 2007
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Re: Realistic Hard to Kill/Subdue
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At HT 15 someone could sprint for 8 hours or more and only lose 10 FP except that around that time the missed meals and water intake get him. He probably had to slow to half-speed around hour 6. Normally you can do paced running 4x as long as sprinting but that doesn't actually help with the missed food and water or sleep. So at hour 16 of nothing but paced running the HT15 guy has only lost 5 FP to running but 3 for missed meals, 3FP and 1HP for missed water and 1 to not going to bed on time. He's been at half-speed for a while and around hour 24 he'll have lost another 3 to running and 2 more to missed sleep and he really has to stop.
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Fred Brackin |
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Tags |
death check, hard to kill |
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