10-28-2019, 04:06 PM | #11 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Fixing Injury Tolerance [Basic/Powers]
Quote:
Instead of extrapolating that objects have more HP, assume they have the appropriate Injury Tolerance. They dont have twice as many HP, they just take less damage. Of course most machines are made of denser materials so they would still be heavier.
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10-28-2019, 04:08 PM | #12 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Fixing Injury Tolerance [Basic/Powers]
Alternately, you can throw out the idea that you can calculate hp based on weight without caring about material (there is no particular reason 100 lb of iron should have the same hp as 100 lb of ice), and while we're at it, get rid of scaling collision damage on hit points.
To the degree a dead body is more durable than a living body, it's because we no longer care about "damage required to cause cease of function", for the simple reason that it doesn't function in the first place, and can probably be solved by giving most objects Unkillable 1. |
10-28-2019, 04:13 PM | #13 | |
Join Date: Sep 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
Quote:
Pillows are usually homogeneous while a locomotive is a machine/unliving. If you have a pillow that's 5 lbs and a train that's 5 lbs, GURPS would imply the pillow does more slam damage? Something seems off that the pillow should have should have x2 the HP for a potential collision given the same weight. |
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10-28-2019, 05:17 PM | #14 | |
Banned
Join Date: Aug 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
Why multiply HP for Unliving, etc.?
Quote:
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10-28-2019, 05:27 PM | #15 | |
Banned
Join Date: Aug 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
Page 13 of Template Toolkit 2: Races:
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Also see: ST & HP formula from Fantasy page 51, and page 2 of GURPS update, and also Object HP table, Basic page 558. |
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10-28-2019, 05:40 PM | #16 | |
Banned
Join Date: Aug 2004
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Re: Fixing Injury Tolerance [Basic/Powers]
Quote:
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10-28-2019, 05:57 PM | #17 | |
Join Date: Feb 2011
Location: Cambridge, MA
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Re: Fixing Injury Tolerance [Basic/Powers]
Quote:
Fantasy pg 51 seems to be about SM, ST and HP but doesn't mention Unliving or Homogenous. And in fact, none of the Unliving or Homogenous templates in that book appear to come with extra HP. I usually think of HP primarily as a measure of how much damage it takes to kill something and only occasionally as mass--I feel like ST might have been a better GURPS analog for mass, since you have to have ST that's at least in some minimal way proportional to your mass in order to carry yourself around. |
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10-28-2019, 05:57 PM | #18 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Fixing Injury Tolerance [Basic/Powers]
No, I'm not forgetting that. Figuring out resistance to deformation is tricky, but looking at the simpler case of melting things, melting ice that starts at 0C requires 333J/g, melting iron that starts at 0C requires 938J/g (which is nowhere near the max; graphite would requires about 12 kJ/g to force it to sublime).
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10-28-2019, 06:15 PM | #19 | |
Join Date: Jan 2015
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Re: Fixing Injury Tolerance [Basic/Powers]
Quote:
Living has HP equal to 10*(2/Longest Dimension), Unliving doubles that while Homogeneous quadruples. |
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10-28-2019, 10:25 PM | #20 |
Join Date: Dec 2014
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Re: Fixing Injury Tolerance [Basic/Powers]
I like this fix. It addresses the obvious problem of collision damage, which was based on HP, and a problem, and fixes it without actually changing the relative HP of unliving or homogeneous. Nicely done.
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