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#1 |
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Join Date: Dec 2004
Location: Netherlands
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I'm working on some personal notes for a dungeon-crawl-esque campaign I might run at some point, and looking to do the typical mostly dramatic ability of heroes to withstand huge amounts of damage that would easily kill normal people. Ablative DR is supposed to be the way to go for this, but I want to have the following properties of regular HP:
This is probably a matter of adding a limitation or enhancement, but what kind of percentages should we be looking at here? Or should I just go with Ablative DR and houserule away the differences into what I want without changing the price? |
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#2 |
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Join Date: Sep 2006
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If HP is 3 points per Hp, and Abalative is 1 point to 1 armor, and your looking for somthing in the middle, perhaps an DR limitation that brings it down to roughly 2 points per HP/Abalative? -60% I think
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#3 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#4 | |
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Join Date: Aug 2004
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JMO |
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#5 | |||||
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Join Date: Aug 2004
Location: Louisville, Ky
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JeffM |
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#6 |
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Join Date: Aug 2004
Location: Nashville, TN
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I agree with Molokh and Not Another Shrubbery. You want to buy this as a version of extra HP.
On pricing, the primary benefit of HP is to soak damage; not extending the negative range (so that -HP is figured from your base HP) is a pretty minor component of the value of HP, all things considered. Not adding Mass/ slam resistance is also pretty minor. I think if I were doing it, I'd do the following: 1) Characters purchase their ST level normally. 2) Characters may purchase extra HP above ST as normal; this is limited to +30% of their ST. This is their HP value that determines mass for slams, and the damage threshold for -HP, -2xHP, et cetera. 3) Characters may purchase additional HP (lets call them Cinematic HP) above and beyond these. These HP *also* cost 2/level; no particular limitation will apply (in my mind, I'm balancing the limiting effect of "won't help me in the negatives" with the enhancing effect of "can buy lots more HP than my ST should allow"). Above all, this is *simple* -- it's clear (to me) that the cost should be somewhere from 1-2 points, and closer to the high side than the low, so just calling it 2 points instead of some fractional value is what I would do. In effect, these Cinematic HP are a HP reserve -- similar in some regards to the relationship between innate FP and an Energy Reserve. You could even let these points recharge independent of rest or "natural healing" -- perhaps even giving them an enhanced rate of renewal (1/ hour; 4/day; whatever suits you!) if you wanted to give them a boost over "normal" HP. You can decide which HP total matters for things like Major Wounds, et cetera, and treat them as a single common pool for things like healing. It seems resonably balanced, and simple at design time. BTW, here's a post from Kromm that might be useful if you haven't seen it already.
__________________
I didn't realize who I was until I stopped being who I wasn't. Formerly known as Bookman- forum name changed 1/3/2018. |
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#7 |
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Join Date: Sep 2004
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As a house rule I allow a 0% modifier for ADR so that it can be used as HP instead. Anytime you would lose HP, you can substitute ADR instead.
DR bypassing attacks cannot bypass this type of ADR at all (it's effectively HP!) and Injury Tolerance will make it much more effective. As a drawback attacks that do multiple HP worth of damage per point (cutting, impaling, piercing) will use up ADR at the same rate you would lose HP. It's about the same as HP w/"Massless 0%" and "Doesn't increase HP thresholds (life, consciousness, crippling) -50%" |
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#8 |
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GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Consider adapting the Energy Reserve idea to HP instead of to FP. A "Vitality Reserve" should do what you want. To fully parallel the behavior of ER, it should be depleted independently of HP, not be subject to the ill effects of HP loss, heal in parallel with HP, and heal irrespective of rest. So VR would amount to HP that you can lose without shock, knockdown, knockout, or death, and that regenerate at the rate of 1 HP/day on a successful HT roll, regardless of conditions. Most of these advantages parallel Ablative DR (which is also independent of HP and not subject to the ill effects of HP loss). Moreover, neither affects what happens in slams and falls. The differences:
Advantages of Ablative DR:
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
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#9 |
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Join Date: Dec 2004
Location: Netherlands
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Wow. That's a mighty interesting concept, and indeed should work out nicely. In fact this is so nice, I might even use it in the VtM campaign I'm currently running! Thanks a bunch. (And my thanks to everyone else who responded as well.)
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#10 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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| Tags |
| hit points, kromm answer, vitality reserve |
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