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Old 12-18-2020, 04:06 PM   #11
Prince Charon
 
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Default Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability

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Originally Posted by ericthered View Post
I have a strong dislike for supernatural durability. It feels like it should be a metatrait built of various other pieces, and as such its hard to tweak. It does include some nice abilities, but its for some very specific purposes.
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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Old 12-18-2020, 04:17 PM   #12
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Default Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability

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Originally Posted by Prince Charon View Post
I'd say that you're right, but I'm not sure how to pick it apart into a metatrait.
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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Old 12-18-2020, 07:09 PM   #13
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Default 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.
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Old 12-18-2020, 07:12 PM   #14
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Default Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability

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Iíve always felt that the way to survive combat in GURPS was avoiding getting hit, rather than avoiding the shock penalties, so I donít think Iíve ever used High Pain Threshold on a PC. As a GM, Iíve used Supernatural Durability on a monster that did physical attacks, and it made quite a mess of the PC who got to fight it in a narrow tunnel, although he survived after extensive medical treatment. This was in my Laundry Files campaign, where healing magic was, to say the least, inadvisable.

Have these advantages saved the day in your games?
Maybe it is the difference between 3e and 4e, but your experience seems most unusual to me, johndallman. ;)

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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Old 12-18-2020, 07:53 PM   #15
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Default 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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Old 12-18-2020, 08:22 PM   #16
Fred Brackin
 
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Default 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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Old 12-18-2020, 09:34 PM   #17
AlexanderHowl
 
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Default 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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Old 12-19-2020, 06:51 AM   #18
ericthered
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Default 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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Old 12-19-2020, 09:17 AM   #19
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Default Re: [Basic] Advantage of the Week: High Pain Threshold and Supernatural Durability

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Originally Posted by Otaku View Post
Maybe it is the difference between 3e and 4e, but your experience seems most unusual to me, johndallman. ;)
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.

Last edited by johndallman; 12-19-2020 at 01:07 PM. Reason: Improve the English.
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Old 12-19-2020, 10:02 AM   #20
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Default 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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