07-30-2013, 04:05 PM | #11 |
Join Date: Jun 2013
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Re: [Basic] HP Recovery
Actually, to be more in line with other GURPS rules (like the whole decapitation thing), it's probably appropriate to get rid of automatic crippling altogether, using an HT roll once you hit a crippling threshold and penalizing it at various points. For example, limbs are crippled at, what, 1/2x HP? It might be more appropriate to risk crippling at this point, with an unmodified HT roll to determine this (success is no crippling, failure is temporary, failure by 5+ is lasting, failure by 10+ is permanent). After this point, you could start assessing penalties: -5 at 1.5x threshold, -10 at 2x, and so forth.
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07-30-2013, 04:07 PM | #12 | |
Join Date: Feb 2006
Location: Not in your time zone:D
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Re: [Basic] HP Recovery
Quote:
How about the Bleeding penalty, ie -1 to HT per 5HP Injury, and using it for the Crippling check?
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07-30-2013, 05:31 PM | #13 | |
Join Date: Nov 2011
Location: Seattle, WA
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Re: [Basic] HP Recovery
Quote:
That is my inclination, as well. THe only issue with that is that the penalties will never get much beyond -2 as you are otherwise into dismemberment/destruction territory. GURPS certainly makes use of the flat -5 and -10 modifiers to HT checks already--witness the Stun/Knockdown check modifiers for Vitals and Skull hits respectively.
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Tags |
basic, first aid, hit points, injury |
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