Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 05-14-2012, 01:11 AM   #11
Dragyn
 
Dragyn's Avatar
 
Join Date: Apr 2008
Location: New Hampshire
Default Re: Vampiric Strike and High Health

That's the benefit for spending a lot of points to get that high HP.
__________________
Kevin's Outdoor, my online store.

<><
Dragyn is offline   Reply With Quote
Old 05-14-2012, 01:57 AM   #12
UncreativeNameMaker
 
Join Date: Apr 2005
Default Re: Vampiric Strike and High Health

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.
UncreativeNameMaker is offline   Reply With Quote
Old 05-14-2012, 02:17 AM   #13
PseudoFenton
 
PseudoFenton's Avatar
 
Join Date: Apr 2010
Location: Land of the Britons
Default Re: Vampiric Strike and High Health

Quote:
Originally Posted by UncreativeNameMaker View Post
enemies who could never defeat each other.
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.
PseudoFenton is offline   Reply With Quote
Old 05-14-2012, 03:23 AM   #14
sir_pudding
Wielder of Smart Pants
 
sir_pudding's Avatar
 
Join Date: Aug 2004
Location: Ventura CA
Default Re: Vampiric Strike and High Health

Quote:
Originally Posted by Kalzazz View Post
It just strikes me as weird that the amount of healing could thus easily exceed the amount of damage actually done
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.
sir_pudding is offline   Reply With Quote
Old 05-14-2012, 05:44 AM   #15
vierasmarius
 
vierasmarius's Avatar
 
Join Date: Nov 2009
Location: Oregon
Default Re: Vampiric Strike and High Health

Quote:
Originally Posted by sir_pudding View Post
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.
In keeping with that, it might make sense to reduce the HP stolen in proportion to the target's HP total. For example, if you stab a HP 10 human and an HP 20 ogre for the same damage, you'd heal only half as much from the ogre, because it's a smaller fraction of his total HP.

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.
vierasmarius is offline   Reply With Quote
Old 05-14-2012, 06:36 AM   #16
PseudoFenton
 
PseudoFenton's Avatar
 
Join Date: Apr 2010
Location: Land of the Britons
Default Re: Vampiric Strike and High Health

Quote:
Originally Posted by vierasmarius View Post
In keeping with that, it might make sense to reduce the HP stolen in proportion to the target's HP total. For example, if you stab a HP 10 human and an HP 20 ogre for the same damage, you'd heal only half as much from the ogre, because it's a smaller fraction of his total HP.

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.
A perfectly valid argument, this would enable an HP 20 ogre stabbing a HP 20 ogre to get the same gain as a HP 10 human against a HP 10 human if you kept scaling before and after. This would mean that once you scale up creatures they wouldn't gain trivial amount of restoration when fighting things similar sized, however larger creatures would gain more from stabbing smaller creatures - which might not be intended.

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.
__________________
...like a monkey with a wrench.

Last edited by PseudoFenton; 05-14-2012 at 06:43 AM. Reason: brain fart main argument wrong
PseudoFenton is offline   Reply With Quote
Old 05-14-2012, 08:33 AM   #17
Lamech
 
Join Date: Mar 2011
Default Re: Vampiric Strike and High Health

Another solution is that creatures with high HP take "-X% magical/supernatural/whatever healing not increased".
__________________
John
Cee
Martel
Hiriko
Andrew
Lamech is offline   Reply With Quote
Old 05-14-2012, 01:56 PM   #18
Godogma
 
Join Date: Jul 2010
Default Re: Vampiric Strike and High Health

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.
Godogma is offline   Reply With Quote
Old 05-14-2012, 01:59 PM   #19
vicky_molokh
GURPS FAQ Keeper
 
vicky_molokh's Avatar
 
Join Date: Mar 2006
Location: Kyïv, Ukraine
Default Re: Vampiric Strike and High Health

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.)
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
vicky_molokh is offline   Reply With Quote
Old 05-14-2012, 06:32 PM   #20
vierasmarius
 
vierasmarius's Avatar
 
Join Date: Nov 2009
Location: Oregon
Default Re: Vampiric Strike and High Health

Quote:
Originally Posted by Godogma View Post
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.
My suggestion was, if you're going to scale the healing based on the attacker's HP, you should also scale it on the target's HP - if it's 1-for-1, inflicting 10% damage would heal 10%. If you're not going to scale by both the attacker and the victim's HP, you shouldn't scale at all.

I never thought that excessive math was the point of the discussion.
vierasmarius is offline   Reply With Quote
Reply

Tags
dungeon fantasy, high hp, imbuements, vampiric strike

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 04:40 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.