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#11 |
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Join Date: Apr 2008
Location: New Hampshire
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That's the benefit for spending a lot of points to get that high HP.
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#12 |
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Join Date: Apr 2005
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You can of course always rule the other way for your game. In particular in a game where extreme HP totals are common, it might be a good idea to nip this in the bud.
My main concern would be the loops that could be created my multiple characters with high HP and Leech-like attacks. Not just allies intentionally exploiting it, but also enemies who could never defeat each other. |
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#13 |
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Join Date: Apr 2010
Location: Land of the Britons
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Healing HPs doesn't restore lost limbs however, and someone who is stunned/misses an attack doesn't get the healing that turn. As such, clever use of attacks and defences can easily make all the difference in such a fight, in GURPS very few fights (in my experience) come down to two foes just whaling on each other until the other one drops down dead.
__________________
...like a monkey with a wrench. |
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#14 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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HPs aren't some universal currency of injury, they are a very abstract game statistic. If you do ten points of damage to normal person that's proportionately a lot of damage but if you are Godzilla with 300hp, that's not even a scratch. If a giant vampire leeches a person, the High HP and Healing rule means that the vampire heals basically proportionately, which makes at least as much sense as the alternative.
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#15 | |
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Join Date: Nov 2009
Location: Oregon
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Quote:
However, a simpler solution would just be to exempt Leech attacks from the normal scaling for healing effects. It would just be a campaign option, since it's contrary to RAW. |
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#16 | |
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Join Date: Apr 2010
Location: Land of the Britons
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Quote:
Which ever way you choose to rule it, it should be clearly laid out at the start of the campaign (or at the inclusion of any leech based mechanic) so that it's handled consistently and everyone know what to expect. Everything else is just setting toggles to keep things in line with the game you want to play, really.
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...like a monkey with a wrench. Last edited by PseudoFenton; 05-14-2012 at 06:43 AM. Reason: brain fart main argument wrong |
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#18 |
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Join Date: Jul 2010
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So instead of scaling healing you're suggesting to add even more math into the process by reducing a percentage of damage taken by high HP creatures?
Seems like you've missed the entire point of the discussion. |
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#19 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Come on, just declare that the maximum healing gained cannot exceed injury dealt. Quick and reasonably sensible. (This is more a matter of sensibility than balance.)
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#20 | |
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Join Date: Nov 2009
Location: Oregon
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Quote:
I never thought that excessive math was the point of the discussion. |
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| Tags |
| dungeon fantasy, high hp, imbuements, vampiric strike |
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