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Old 07-22-2015, 11:24 PM   #11
RyanW
 
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Default Re: How to replicate the 'second wind' ability from D&D 5e?

I think it's important to note what is going on with the ability. D&D HP is an abstract measure of ability to avoid, absorb, and endure damage. GURPS HP is really only one of those things: absorb. Avoid is represented by defenses (and FP to fuel extra effort on those defenses), while endure is HT. The "HP=ability to defend" is the only way I can justify HP increasing the way they do in D&D.

So in D&D, regaining HP can be "second wind". In GURPS, it's pretty much "wounds close".
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Old 07-23-2015, 12:04 AM   #12
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Default Re: How to replicate the 'second wind' ability from D&D 5e?

Note that in D&D 5e the ability is a bonus action(thus takes no time to activate), you need to rest to reuse it and it scales badly(at level 1 you heal just below 1/2 your total HP on average, at level 20 it is about 1/4 your total.


The canonical way:

Regeneration: very fast: 1 hp/second.

Maximum duration: 1 D&D combat round: 6 seconds thus <30 seconds: -75%

Requires rest: The maximum duration includes a 5 minute time. That is likely close enough. or perhaps some more modifiers...

It is a bonus action so needs 1 level of reduced time: +20%

Scales badly: There is no equivalent in GURPS, as in GURPS at 20 HP you get double.. so would need to invent a modifier so it does not apply..

But the basic one is thus: 100(-75%, +20%)=45 points and heals 6 points.. but could heal up to 29 points at same cost at rate of 1/second..

If you add something extra to limit it further like the rest requirement and the non scaling for higher HP.. the cost would be lower.


The non canonical way: Heal advantage:

So features: instant heal:

Affect self: +50%

Injuries only: -20%

Affects self only: Could not find such modifier, but own race is -20%, so maybe -40%

It is a bonus action so needs 1 level of reduced time: +20%

It is limited to half beginning character HP: So Cap of 4 FP (-15%) gives us 8 point healed, a bit high but as 2 FP would limit it to 4 hitpoints.

Do not want the FP cost: +20%/FP=+80% (Though actual use of FP might also be used to simulate the need to rest after instead of the takes recharge below)

Cannot be used until rest: Takes Recharge -20% or remove the lowered FP cost above

Scales badly: There is no equivalent in GURPS, as in GURPS at 20 HP you get double.. so would need to invent a modifier so it does not apply.. Perhaps forcing a 20+HP fighter to buy a more limited version, say 2 FP version.

So the total would be: 30 (+50%,-20%, -40%, +20%, -15%,+80,-20%)=47 points and heals 8 points with no FP cost. The FP using version: would be 29 points.
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Old 07-23-2015, 12:22 AM   #13
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Default Re: How to replicate the 'second wind' ability from D&D 5e?

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Originally Posted by Appletoe View Post

'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.'
Extra FP (Only for Feverish Defense -80%) [1]/level appears to match the flavortext almost exactly.
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Old 08-21-2015, 03:14 AM   #14
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Default 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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Old 08-21-2015, 08:29 AM   #15
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Default 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.
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Old 08-21-2015, 08:43 AM   #16
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Default Re: How to replicate the 'second wind' ability from D&D 5e?

Quote:
Originally Posted by Appletoe View Post
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.
That's the way I'd go. It seems to work well enough. I've used it as a way to simulate the way heroes can get beat all to heck in a movie or TV show, then seem in pretty good shape moments later (barring a few small cuts and bruises and perhaps some labored breathing). It works well for that.
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Old 08-21-2015, 09:13 AM   #17
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Default Re: How to replicate the 'second wind' ability from D&D 5e?

Use Alternate Form (Non-Reciprocal Damage +50%; Reciprocal Rest +30%) [27] as a base. Maybe take a limitation that both forms are exactly the same.
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Old 08-21-2015, 09:28 AM   #18
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Default Re: How to replicate the 'second wind' ability from D&D 5e?

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Originally Posted by NineDaysDead View Post
Use Alternate Form (Non-Reciprocal Damage +50%; Reciprocal Rest +30%) [27] as a base. Maybe take a limitation that both forms are exactly the same.
You also need a bunch of Takes Less Time - it takes 10 seconds otherwise. But a limitation for the issue that you have absolutely no disguise value at all is reasonable. It's worse than Flawed, as there's ZERO disguise value rather than "really bad" disguise value.
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Old 08-21-2015, 10:38 AM   #19
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Default Re: How to replicate the 'second wind' ability from D&D 5e?

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Originally Posted by Dalillama View Post
Extra FP (Only for Feverish Defense -80%) [1]/level appears to match the flavortext almost exactly.
I second this. Giving them an Extra FP to use only on Second Wind from GURPS Action 2 pg. 38 would do the trick nicely. Then requiring Takes Recharge for an hour would be more than acceptable. Even if its already at -80%, 1 pt for it would make it a perk. Might as well perk it out!

Second Wind (perk) - At any time, you can regain 1 HP instantly. You can only use this ability once every 8 hours. (or however long it is)

I'm kind of shocked that more of the extra effort stuff isn't perk'd out already. . .

Last edited by Desthro; 08-21-2015 at 10:43 AM.
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Old 08-21-2015, 07:31 PM   #20
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Default Re: How to replicate the 'second wind' ability from D&D 5e?

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Originally Posted by Ashtagon View Post
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.
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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