Page 141

1st Jan 2016, 7:00 AM in Zabuza Arc
Page 141
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RandomRex6 1st Jan 2016, 7:00 AM edit delete
Happy New Year!

There was a time I idly considered having an extended storyline where Malcolm and Jarrod slowly realized they had feelings for one another, but I ultimately decided against it. Primarily because I felt I couldn't write a decent romance, much less have to tackle a homosexual one.

Besides, if Sasuke's anything he's asexual.

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Otaku 1st Jan 2016, 10:50 AM edit delete reply
Edit: Let us all take a moment to laugh at me, because after taking all that time to post something about a rules set that doesn't really matter to this comic anyway... I didn't even get those rules correct. >.> "the annoying GURPS player who reads this strip" I just think it could have been even more fun with a fake out owing to the differences in the Hit Points/Health (equivalent of Constitution)/Death rules. This... will take some 'splainin' so if you don't care for it, you can stop reading now and have a Happy New Year. ;)

GURPS Hit Points hit far smaller numbers as it is simply a measure of how much damage your body can take before it stops working (including from shock in addition to actual damage). Still a gaming abstraction, but this means that while a normal person has 10 HP, that is because you start with HP equal to your Strength Attribute. In older editions, it was equal to Health instead, but as HP tends to be an approximation of "bulk" in natural, organic beings (robots, vampires, supers, etc. can do whatever) plus it seemed to balance the attributes better, it was switched.

Anyway, if you want it to be higher, you buy up your ST or your HP directly... and realistic HP scores for humans stop at 20 (give or take - exact threshold is hotly debated).

But you don't die automatically at -10 HP.* Far starters, you feel the effects of the HP loss as your character suffers penalties when your HP drops to 1/3 its maximum. At 0 you have to roll against your HT score each turn you want to do anything other than not pass out (and you pass out if you fail). Once your HP goes "fully negative" (so if you have 12 HP, when you have taken 24 points of damage and are at -12 HP) you roll versus your HT score to see if you die; fail and you do, make it and you don't.

At each full -HT you reach, you roll again until you hit -5xHP. So for the example HP 12 guy, you roll first at -12, then again at -24, -36 and the last one at -48. At -5xHP (so having taken 72 points of damage to reach -60 HP), you automatically die.

So... the point of all that? Just seems like decent jokes set themselves up when some players used to D&D style rules end up playing a game with more GURPS style ones. I mean, the same holds true the opposite direction, but how many GURPS based web-comics do you see?

Exactly. XP
Darkening 1st Jan 2016, 5:51 PM edit delete reply
In the gurps version I'm used to, hp is based off strength. And I'm well aware people don't die at -1x hp. We fought a Dragon one time that wiped the party because despite getting him to like, -3x, he needed a crit fail on his ht roll to die or pass out. Was so frustrating lol.
Otaku 1st Jan 2016, 10:27 PM edit delete reply
1) Apparently I just made a long, elaborate joke about an annoy GURPS player (me) who forgot that an alternate rule for 3e (HP=ST) was made the norm for 4e. Just totally failed my Intelligence check I suppose. ^^'

2) Sounds like your GM made at least one mistake: both 17 and 18 are always failures on such things, barring some ruling with which I am unfamiliar. A 17 is a critical failure if one is not rolling against a 16 or better; otherwise it is still a normal failure.

I'd also wager that if your party wasn't looking for trouble (I mean, a challenge beyond the norm) that your group just wasn't up to facing down a dragon but the GM overestimated the party (or at least was too comfortable with a narrow margin for a party victory).
Darkening 3rd Jan 2016, 11:25 PM edit delete reply
Well, the dragon wasn't rolling anything even close to 17 or 18 for his ht rolls. He was negative for like ten turns and slaughtered us all, basically. As for the rest, we weren't supposed to fight the dragon in the first place, we had already been allowed to surrender to it once and picked a fight with it *again* due to circumstances I won't go into, and we were *reallly* overconfident. We had some super high damage dealers, but the dragon could take every point of it. Like, we had some guy that could shoot like 5d6 laser beams every couple turns and had some crazy damage claws, had some girl with a sword made of her own blood that did like 3d6+something, and some kinda weird demonic npc that was like, dissolving parts of the dragon for HT damage or something. Technically the healer (who was out of fatigue and couldn't really do anything in round two besides try to blind the thing, more successful dragon HT rolls) and my telekinetic guy, survived, due to him not being a threat and surrendering again, and my char still being suuuuper ko'd from the first fight still.
Sheepking 1st Jan 2016, 12:52 PM edit delete reply
I'll be honest. I don't really like D&D's HP system. They try to explain it as a measure of luck, resolve to keep going, and generally the ability to turn lethal blows into glancing scrapes. And yet, even when completely immobilized and afflicted with Crushing Despair, a first level fighter suffers no ill effects from having his throat slashed. (Assuming automatic critical and max damage, a dagger does 8+(Str mod/2) damage, and a first level fighter has 10+Con mod HP.)
Raxon 1st Jan 2016, 1:41 PM edit delete reply
A lot of games use the chunky salsa rule.
Valette 1st Jan 2016, 9:34 PM edit delete reply
Your calculation is off, assuming D&D 3.5.

Max damage for a dagger on a crit is 1d4+(Full STR mod)x2 Assuming a first level character built from core, that can be up to 18 with a mod of +5.

It's more likely to be 9, though.
Valette 1st Jan 2016, 9:36 PM edit delete reply
2d4, even.

At any rate, light weapons count the full STR mod, unless they're in the off hand.
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