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07-22-2015, 08:10 PM | #1 |
Join Date: Oct 2014
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How to replicate the 'second wind' ability from D&D 5e?
I've decided to try and see how many abilities from D&D 5e it's possible to replicate in GURPS, and I seem to have come across a problem translating second wind, which is a 2nd-level fighter ability. It goes like this:
'You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 +your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.' Firstly, how do you heal yourself for 1 HP instantly in GURPS? I considered regeneration but it seems to work over a period of time and to get 1 HP per second is ridiculously expensive. Secondly, how do you represent the long rest needed before the ability can be used again? Is this just a straight accessibility limitation because limited use seems too extreme to me (you would have to wait a minimum of 24 hours before you can use the ability again using this limitation)? |
07-22-2015, 08:16 PM | #2 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: How to replicate the 'second wind' ability from D&D 5e?
Temporary Hit Points in D&D are best represented as Ablative DR, which costs 1 point per level.
I'd just go with Requires Recharge for the waiting part. |
07-22-2015, 08:18 PM | #3 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: How to replicate the 'second wind' ability from D&D 5e?
If you're at all familiar with the Pyramid article The Last Gasp (#3/44), Second Wind could easily be a free "refresh" to full AP total . . .
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07-22-2015, 08:38 PM | #4 | |
Join Date: Oct 2014
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Re: How to replicate the 'second wind' ability from D&D 5e?
Quote:
I don't have any Pyramid articles, sorry. |
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07-22-2015, 08:44 PM | #5 |
Join Date: May 2013
Location: Ellicott City, MD
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Re: How to replicate the 'second wind' ability from D&D 5e?
For instant self heals, you can throw a lot of modifiers on Healing.
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07-22-2015, 09:03 PM | #6 |
Join Date: Oct 2007
Location: Kentucky, USA
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Re: How to replicate the 'second wind' ability from D&D 5e?
Regeneration, Very Fast (Limited Use, 2/day, -30%; Costs FP 1, -5%; Reduced Duration 1/60, -35%; Requires rest between uses, -10%; -80%) [20pts]
Twice per day you can recover 1 HP/second (improved by high HP as normal). This costs 1 FP for the first second and 1 FP per 2 seconds afterwards. I just winged it on the rest requirement.
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GURPS Fanzine The Path of Cunning is worth a read. |
07-23-2015, 12:22 AM | #7 | |
Join Date: Nov 2004
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Re: How to replicate the 'second wind' ability from D&D 5e?
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08-21-2015, 03:14 AM | #8 |
Join Date: Oct 2014
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Re: How to replicate the 'second wind' ability from D&D 5e?
I just found the second wind ability from Action #2 which appears to be exactly what I'm after here. It says you can spend 1 FP for 1 HP healed.
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08-21-2015, 08:29 AM | #9 |
Join Date: Jul 2009
Location: UK
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Re: How to replicate the 'second wind' ability from D&D 5e?
D&D hit points are a measure of not just physical ability to take punishment, but also ability to dodge, stamina, luck from the gods, and a variety of factors other than actual damage. Although the in-game representation is hit points regained, the character isn't actually causing his wounds to physically close up; he's catching his breath, recovering his wits, mentally "turning off" the pain, and so on.
In many ways, D&D hit points are more akin to GURPS per-session/day uses of Luck (and other per-time-unit usage abilities), fatigue, and defence rolls. I'd suggest any of: * Replenish per-time-unit abilities such as Luck. * restore fatigue points * temporarily cancel the skill check penalties associated with hit point loss. |
08-21-2015, 07:31 PM | #10 |
formerly known as 'Kenneth Latrans'
Join Date: Aug 2009
Location: Wyoming, Michigan
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Re: How to replicate the 'second wind' ability from D&D 5e?
That's an interpretation of the term I could never wrap my head around, which is one of the (many) reasons I so eagerly switched over to GURPS. Because the D&D flavor text indicating that HP is a ton of different and unrelated concepts didn't mesh well with the way healing was presented to me or the way I or anyone I ever played with ran things.
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