05-19-2020, 09:45 AM | #11 | |
Join Date: Jun 2013
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Re: Injury Tolerance: Damage Reduction vs Rapid Fire
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That's a rather clever workaround. There are edge cases where it's a bit less effective than Round Down (if the single point of damage is enough to cross some threshold, such as making it a Major Wound, cause it to call for a Death Check, or similar), but there are also edge cases where it's more effective (pre-divisor Injury that's exactly at or 1 point above an integer multiple of the divisor is at -1 HP to wounding and allows restoration of 1 HP from previous attacks; if it's exactly at 2 points above this you're at normal injury, but this is reduced to -1 relative to normal). Removing the damage reduction (so it's sorta "absorption only") but letting the Healing be functionally retroactive (healing Injury before it has any effect, but only healing injury from this attack) is arguably a wash, implying a "fair" value for Round Down is roughly [30] (I'd be tempted to drop this to [25]) regardless of how much IT:DR you have.
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GURPS Overhaul |
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05-19-2020, 10:34 AM | #12 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Injury Tolerance: Damage Reduction vs Rapid Fire
Yes. There's a big difference between "can be nickeled and dimed to death" and "can't be". It's not cost effective at low levels, you need around 8 levels before it is competitive with DR (at 8 levels, it lets you ignore hits under 20 points and costs 100 points, the same as DR 20). I consider IT(DR) somewhat overpriced in the first place, but having it scale your minimum damage threshold upward makes it significantly better.
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Tags |
damage reduction, injury tolerance, rapid fire |
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