08-20-2019, 10:20 PM | #41 |
Join Date: Feb 2016
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Re: Translating the concept of HP from D&D (and the like) to GURPS
A 50 point GURPS mage would be a rather pathetic creature (that is more the point level of a 10 year old apprentice). Then again, 1st level D&D mage lived in terror of kittens, so they were even more pathetic.
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08-21-2019, 04:37 AM | #42 | |
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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Ironically WoW shows the major downside of levels - stuff that gave you problems at low levels is can now be one shotted with ease and you have to come out with all kinds of wacked out reasons as to why many of these guys are still a problem. |
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08-21-2019, 05:46 AM | #43 |
Join Date: Sep 2004
Location: Canada
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Re: Translating the concept of HP from D&D (and the like) to GURPS
Hitpoint healing already scales with the amount of health you have, and I see no reason why VR healing wouldn't also scale.
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08-21-2019, 07:04 AM | #44 | |
Join Date: Sep 2007
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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The drawbacks to levels are that they're generally of large granularity, so there are big jumps between adjacent levels, and also usually broad, fixed packages of ability, making it harder (not impossible, but harder) to have different characters or trade off for specialties. Both of those can be considered advantages, of course. Just depends on what you want. Similarly, the wide range of power is often appealing to players. You can feel a sense of improvement when you can go back and one-shot that stuff that used to give you trouble. It's harder to feel that you've really learned and gotten better when you get 3 points toward an abstract accumulation that will eventually let you buy the smallest quantum of upgrade to a single skill of the dozen or so you routinely use to do your job. As to why that stuff still exists, the settings give you the easy and obvious answer -- there's bigger, badder, stuff that demands the attention of the high-level characters. I think of it as the "Pug problem", from Feist's series*, so it's not unique to MMOs or CRPGs or even games. There's always a reason the more powerful characters are busy handling some problem that's a foe beyond any of you (fly, you fools!) while you go off and level up somewhere more level-appropriate. -- * If you haven't read them, "Magician" and the rest of the books set in Midkemia. Pug is a servant boy in a castle. In the best D&D zero-to-hero style, he has adventures, becomes a magician, then world-hops, winds up at the most powerful magician ever, defeats the big bad guy, becoming famous and respected and noble and all. In later books he even turns down becoming the god of magic. Pretty much every book after the first one, Feist has to insert some scene explaining why Pug the famous master magician doesn't just pop over and solve the problem. Pug's usually busy keeping cosmic menaces from destroying the world or for that matter the entire material plane while the new heroes actually solve the problem. |
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08-21-2019, 07:14 AM | #45 | |
Join Date: Feb 2016
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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08-21-2019, 08:54 AM | #46 | |
Join Date: Jun 2013
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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Note the above is a lot like a skilled character going up against a group of (smarter than normal) goblins. Under DnD rules, he/she will probably be fine outside of a critical hit. Under GURPS rules, he/she is in serious trouble.
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08-21-2019, 08:54 PM | #47 | |
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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More over 1000 points in GURPS, by definition, is in the True demigod and higher range. (Basic Set pg 487) Furthermore access to cinematic advantages and skills changes the whole point comparison dynamic. A 200 point character with access to the cinematic abilities could totally curb stomp a 1000 point character built along totally "realistic" lines. Heck, the setting itself can change the whole picture. Lina Inverse for example sits around 500 points but thanks to the way magic works in her world (Spirit Assisted Magic with the Completely Free Spells option) would totally toast a 1000 point mage using the standard GURPS Magic system. Lina is even more powerful then Filia Ul Copt a gold dragon who clocks in around 700 points. |
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08-21-2019, 09:22 PM | #48 | |
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Join Date: Aug 2004
Location: Sumter, SC
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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The difference between the combat rounds is the biggest hurdle to figuring out how well the D&D characters are in combat because by GURPS standards they are insanely slow. A GURPS fighter with fast draw and taking the time to aim can shoot three arrows at the D&D party while each of them can do one thing. Though the slowness of D&D combat does raise a key question: just what are the D&D character doing over those 6 seconds? Last edited by maximara; 08-21-2019 at 09:34 PM. |
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08-22-2019, 05:34 AM | #49 | ||
Join Date: Jun 2013
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Re: Translating the concept of HP from D&D (and the like) to GURPS
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*Edit: If you dislike the idea of multiple attacks per roll, consider DnD doesn’t have the equivalent of Evaluate - assume the characters Evaluate for 3 seconds prior to attacking, and all 6 seconds are accounted for.
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08-22-2019, 09:57 AM | #50 |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Translating the concept of HP from D&D (and the like) to GURPS
Before trying to translate directly, realize that D&D combat dynamic is just about backwards from that of GURPS. As D&D characters become more skilled, fights tend to result in ever increasing number of less effective hits.
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