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Old 07-22-2015, 08:10 PM   #1
Appletoe
 
Join Date: Oct 2014
Default How to replicate the 'second wind' ability from D&D 5e?

I've decided to try and see how many abilities from D&D 5e it's possible to replicate in GURPS, and I seem to have come across a problem translating second wind, which is a 2nd-level fighter ability. It goes like this:

'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.'

Firstly, how do you heal yourself for 1 HP instantly in GURPS? I considered regeneration but it seems to work over a period of time and to get 1 HP per second is ridiculously expensive. Secondly, how do you represent the long rest needed before the ability can be used again? Is this just a straight accessibility limitation because limited use seems too extreme to me (you would have to wait a minimum of 24 hours before you can use the ability again using this limitation)?
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Old 07-22-2015, 08:16 PM   #2
Nereidalbel
 
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Default Re: How to replicate the 'second wind' ability from D&D 5e?

Temporary Hit Points in D&D are best represented as Ablative DR, which costs 1 point per level.

I'd just go with Requires Recharge for the waiting part.
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Old 07-22-2015, 08:18 PM   #3
DouglasCole
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Default Re: How to replicate the 'second wind' ability from D&D 5e?

If you're at all familiar with the Pyramid article The Last Gasp (#3/44), Second Wind could easily be a free "refresh" to full AP total . . .
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Old 07-22-2015, 08:38 PM   #4
Appletoe
 
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Default Re: How to replicate the 'second wind' ability from D&D 5e?

Quote:
Originally Posted by Nereidalbel View Post
Temporary Hit Points in D&D are best represented as Ablative DR, which costs 1 point per level.

I'd just go with Requires Recharge for the waiting part.
The hit points you recover aren't temporary though, and the takes recharge limitation, which is what I think you're referring to here, only goes up to one hour, after which it says you should use limited use.

Quote:
Originally Posted by DouglasCole View Post
If you're at all familiar with the Pyramid article The Last Gasp (#3/44), Second Wind could easily be a free "refresh" to full AP total . . .
I don't have any Pyramid articles, sorry.
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Old 07-22-2015, 08:44 PM   #5
Nereidalbel
 
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Default Re: How to replicate the 'second wind' ability from D&D 5e?

For instant self heals, you can throw a lot of modifiers on Healing.
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Old 07-22-2015, 09:03 PM   #6
Tyneras
 
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Default Re: How to replicate the 'second wind' ability from D&D 5e?

Regeneration, Very Fast (Limited Use, 2/day, -30%; Costs FP 1, -5%; Reduced Duration 1/60, -35%; Requires rest between uses, -10%; -80%) [20pts]

Twice per day you can recover 1 HP/second (improved by high HP as normal). This costs 1 FP for the first second and 1 FP per 2 seconds afterwards.

I just winged it on the rest requirement.
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Old 07-23-2015, 12:22 AM   #7
Dalillama
 
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Default Re: How to replicate the 'second wind' ability from D&D 5e?

Quote:
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   #8
Appletoe
 
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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   #9
Ashtagon
 
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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, 07:31 PM   #10
simply Nathan
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Default Re: How to replicate the 'second wind' ability from D&D 5e?

Quote:
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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