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#1 |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Hey, all!
I could've sworn that I saw something about finer levels for Resistant in response to the change in the Dungeon Fantasy RPG that made Resistant to Poison and Resistant to Disease each worth 1 point/level. And I could've sworn that whether Immunity was essentially Resistant 10 or Resistant 15 was part of that too, or maybe I saw that in a supplement somewhere. Either way, how would you handle it? Having Resistant to Poison and Resistant to Disease points to Immunity being either Resistant 10 or Resistant 15 since, in the Basic Set, Immunity to Poison is 15 points while Immunity to Disease is 10 points. Of course, neither perfectly fits either way as Resistant isn't set up to follow a linear pattern. Maybe it makes more sense to look at the established rarities. How many points per +1 to HT rolls is rare, occasional, common, and very common worth? Or do you think that this is a bad idea, and that Resistant should have a non-linear cost? Thanks!
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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#2 |
Join Date: Feb 2016
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I would think that +15 would be comparable (it gives a HT 10 person a 95% chance of resisting a -10 effect), though Immunity is a little more powerful than Resistant because you never have to roll and you are immune to things that do not allow a roll. For example, 1 CP/+1 for Resistant to Poison or 2 CP/+1 for Resistant to Metabolic Hazards would likely be fine.
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#3 |
Join Date: Jun 2013
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Zombies, page 54, puts it at roughly +15. Specifically, this is for certain hazards that call for an HT roll from those who aren't immune, but could cause structural damage even for the immune (like intense radiation), and failure reduces HT rather than having its normal effect. That's the only relevant data point I'm aware of, however.
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GURPS Overhaul |
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#4 | |
Banned
Join Date: Aug 2004
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#5 |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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Sounds like it's worth about +15 to me, then!
So, very common would be 2 points/level, common and occasional would be about 1 point/level, and I would say that rare is 1 point/level but gives +2/level. As a side note, for what it's worth, it'd be a nice way to unify Resistant, High Pain Threshold, Hard to Kill/Subdue, Temperature Tolerance, etc. into a single advantage. If Pyramid were still around, I'd be tempted to throw this out there...
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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#6 | |
Banned
Join Date: Aug 2004
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or Immune to Heat or Cold (Occasional) or to Thermal Stress (Common). |
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#7 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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#8 | |
World's Worst Detective
Join Date: May 2011
Location: Columbus, Ohio
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I'm not surprised at all that you've written something relevant! And, wow, that Alternate Resistant Bonus Table is weird. As written, I knew pricing for Resistant like that wouldn't come out as linear, which is still weird because isn't Resistant really just a specialized HT bonus (like Hard to Kill/Subdue)? That just shows me how weird Resistant is. It seems like the costs between Resistant (+3) and Immunity could almost be linear after factoring in a buy-in cost (like an Unusual Background). Very common seems like it could be points = 1.67 × bonus + 5. A better fit would be points = 1.33 × bonus + 6, which would make Immunity seem like it's worth +18. Now that I think about it, I figure that the non-linear cost might be a weird holdover from 3e; so, I figure a linear cost of 2 points/level seems fine for a very common Resistant after all. The only thing is that it makes that +1 level very cheap compared to what it 'should be'.
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Raekai's links: My blog about conlanging, GURPS, and other stuff! — Using Knowing Your Own Strength with Conditional Injury Simulating multiple attacks Wildcard Power Pool: a flexible magic/powers system Magic to RPM complete conversion v2 (incomplete) Perussinexian Magic 2 (outdated) |
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#9 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Tags |
basic set, dfrpg, immunity, levels, resistant |
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