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12-18-2020, 04:06 PM | #11 |
Join Date: Dec 2012
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
I'd say that you're right, but I'm not sure how to pick it apart into a metatrait. It looks like it should be built out of several Immunities and some other advantages, but I'm not sure what the others are.
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
12-18-2020, 04:17 PM | #12 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
There's no way to have exactly the same effects as supernatural durability, but there's ways to accomplish the basic purpose of 'unstoppable monster until you hit its weak point'; the easiest is just high levels of defenses.
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12-18-2020, 07:09 PM | #13 |
Join Date: Aug 2013
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
We've never liked HPT being an all or nothing advantage. We saw somewhere that someone house ruled it to be a leveled advantage (1-4) costing 3 CP/level. Each level reduced shock penalties by 1.
This has been extremely more playable for our games. Just throwing it out there and giving credit to whomever posted the HR. |
12-18-2020, 07:12 PM | #14 | |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
Quote:
Pain is a factor in adventures, be they low CP value or high CP value outings, regardless of whether the setting is gritty realism or four-color flights of fancy. Even in silly settings, pain matters (though maybe not as much). If you show me a combat-oriented character without High Pain Threshold, whether I'm the GM or a fellow player, I'll want to know the reason for excluding it. If it is intentionally your Achilles Heel, okay. GURPS combat has a reputation for being deadly, and whether or not it is earned or unearned, if the setting and CP values allow for fantastically high Active Defenses, Damage Resistance, etc. I assume the GM will be planning on challenging such things. It was a 3e campaign, there were other partially mitigating factors, but seeing our frontline fighters - who all lacked High Pain Threshold - kept getting knocked down, nearly leading to a TPK. Even without falling, the shock penalties hampered their offense. I was the ranged fighter, and HPT was one of my long term goals, but yeah, I was okay without it because I wasn't getting hit most of the time. ;)
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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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12-18-2020, 07:53 PM | #15 |
Join Date: Feb 2016
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
The only fighter designs that I have seen without HPT have had Berserk instead.
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12-18-2020, 08:22 PM | #16 |
Join Date: Aug 2007
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
I played a genetically engineered warrior/accoutant early in 4e and he had HPT but he had lots of things.
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Fred Brackin |
12-18-2020, 09:34 PM | #17 |
Join Date: Feb 2016
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
A good alternative build to Supernatural Durability is High Pain Threshold [10], Recovery [10], Regeneration (Very Fast; Bane, Occasional, -30%) [70], and Unkillable 1 (Achilles Heel, Occasional, -30%) [35]. It gives most of the functionality of Supernatural Durability for 25 CP less and it gives the enemy a reason to give the characters some breathing room, as a couple of minutes can negate any damage done to it except by its weakness. For a psycho killer, attacks by virgin teenage girls would likely qualify as an Occasional threat.
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12-19-2020, 06:51 AM | #18 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
I've seen a lot of High Pain Threshold on characters. I don't know that it ever mattered much, but such characters tend to be played more fearlessly than others, at least in combat. It always catches me off-guard when its added.
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12-19-2020, 09:17 AM | #19 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
My hand-to-hand combatant characters tend to be martial artists or fencers. Looking through past characters I can only find one who works off armour and shield, and he was a dwarven bard rather than a professional warrior. His methods were based on having Wealth for good armour, plus high shield skill.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. Last edited by johndallman; 12-19-2020 at 01:07 PM. Reason: Improve the English. |
12-19-2020, 10:02 AM | #20 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability
I ran the combat monster in a GURPS Supers campaign. She had no HPT and only modest DR from her costume. What she relied on was Basic Speed 12, Enhanced Time Sense, DX-19, and Dodge-16. She went by La Gata Encantada and the other players called her "crazy cat girl." I think she's the only combat specialist I've run in GURPS.
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