Page 1732 in Little Garden
first Latest
Page 1732


first Previous Next Latest
Average Rating: 0
Number of people who have voted: 0


By the same author as Grand Line 3.5
Comments:

BakaGrappler




27th Apr 2022, 2:48 AM

"Remind me again why you're using abilities designed to kill Luffy and Zoro on Usopp, again?"

"Well... they're on the sheet and it's just wrong not use them..."

edit delete reply

Kale

Kale




27th Apr 2022, 3:37 AM

It's fiiiine, Usopp's surprisingly durable.

edit delete reply

jouXIII




27th Apr 2022, 3:57 AM

Two words: Four. Tons.

edit delete reply

DeadpanSal




27th Apr 2022, 10:40 PM

WHOOOOOOOA AWESOME!!!

edit delete reply

Samantha




28th Apr 2022, 7:05 AM

How exactly is weight damage dealt with? In my homebrew, it's 1/10 of actual weight (come to think of it, that should be factored against size), meaning 4(2000)/10=800 damage + falling damage (based on height) + blunt damage from the object itself, yeah you're dead. It it's smacked against you without rolling on to top of you, the blunt damage isn't very much. But if it falls from a height, plus there's weight in excess of a ton, unless you dodge (are so tiny that you get some kind of evasion or miss chance).

I'm thinking of creating a 10%/object size for Small and 20%/object size for Tiny (Tiny objects have a 1/4 modifier, so that's an 80% chance of a Tiny creature having a Tiny falling object miss it). Then if your size is larger than Medium, your size reduces damage.

So a Large creature takes only 400 weight damage (+falling damage + blunt damage). And a Huge creature is further reduced. Pretty soon e're talking actually being able to survive an object weighing several tons. Which is probably accurate, as a Colossal creature shouldn't be (as) bothered by a heavy statue falling on it while a Medium creature gets squashed like a bug.

edit delete reply

Otaku

Otaku




27th Apr 2022, 4:27 PM

Aye. I don't know 3.5* but... and you can stop reading if you don't care - in terms of a system I do know (GURPS), Phil is one form of "survival monster". Basically, he probably has all the stuff he needs to avoid Death Checks, and to recover from injuries surprisingly well.

Again, not for 3.5 rules, but for GURPS (4th Edition), I'd say Phil probably has high Health, one of GURPS four core Attributes (the others are Strength, Dexterity, and Intelligence). DX and IQ cost 20 CP per level because a lot of other things (stats and skills) are derived from them. ST and HT have much fewer Skills that use them, though a few that reflect Usopp well (Singing and Running) do indeed use HT. That is besides the obvious: natural recovery from injury and illness, not dying, not passing out or being from physical shock (like injuries), etc. Oh, and Basic Speed is based on [(DX+HT)/4]. Combine that with the Running and Swimming Skills (both HT-based) when you need to get away from danger. ;)

Now, for a starting character, maxing out HT is still pricey. You can fake a higher HT with the right Advantages on top of a decent HT score. Fit (5 CP) provides a +1 to all HT rolls, plus you recover from physical exertion more quickly. Rapid Healing costs just 5 CP and grants +5 to Healing Rolls, including those to avoid lasting injury. Hard to Kill only costs 2 CP/level, but also only provides +1 per level to Death Checks (so it is super specialized). I don't recall if it applies to Usopp, but Resistance (Disease) and Resistance (Poisons) can be fine tuned for more (relatively inexpensive) bonuses... and the latter makes it funnier (IMO) when Usopp talks about having "Can't Go on The Scary Island" disease.

Oh, and toss in some form of Luck. In GURPS, when a situation calls for you to roll dice, luck lets you roll three times instead of one, then select the result (out of the three) you want. You don't have to announce you're using it ahead of time, so you can just re-roll twice before choosing when a bad roll pops up naturally. The only downside is that Luck isn't as inexpensive as the above stuff and takes time to "recharge" between uses. The baseline version costs 15 CP and can only be used once per hour of game play. Extraordinary Luck costs 30 CP, works the same way, but only has a 30 minute cool down. Ridiculous Luck costs a massive 60 CP... but you only have to wait 15 minutes between uses!

...

So, slap Luck on the above and you basically have to triple fail at any of the above rolls. If Usopp was built on the "default" Point Total for GURPS of 150, you could spend just around a third of those CP to give Ussop scores that only fail about about 2% of the time... before factoring in Luck.


*Someone help a lazy otaku out and post those if they've been shared in the past. :)

edit delete reply

darkening

darkening




28th Apr 2022, 12:39 AM

The problem with maxing your ability to succeed at death checks is, it doesn't matter if you need to crit fail one to die, you still auto die when someone brings you down to -5xhp. So if you don't have any real ability to fight back you're still in trouble. Of course, speaking from experience fighting a dragon that had 17+ HT, getting things to -5xHP can be a trial...

edit delete reply

Otaku

Otaku




28th Apr 2022, 2:20 PM

Very true in both your observations!

Even getting a relatively normal human to -5xHP is tricky. For those reading our discussion who aren't familiar with GURPS, Hit Points in GURPS start out equal to your Health (HT). You can raise or lower them for CP, letting you fine tune them.

Assuming Usopp's stats were based on my long spiel above (and that is a BIG assumption), he'd have 12 HP. -5xHP means he'd have to have taken 72+ damage. This amount is definitely doable in a single hit from the heavy hitters (power users, guys manning canons, etc.) but that is where the rest of Usopp comes in. He's intended for ranged combat, and he at least has Cowardice as a Quirk. For those reading this who don't know GURPS, Quirks are the most minor of Disadvantages, mostly there for character flavor.

A high HT score helps with Basic Speed, and a character's Basic Move score is derived from that. The Running Skill won't help Usopp move more quickly (it did back in Third Edition and Third Edition, Revised, but not in Fourth) but it does help him run longer without as much risk of injury and tiring more slowly. As a ranged attacker, all of this together suits Usopp quite well. Is it an exact match for what we've seen in One Piece? Absolutely not! It does line up decently, I think.

Yes, I've rambled on for quite a while, but one last thing. Before I had ever heard of One Piece, and I think a few years before the manga released, under GURPS (Third Edition, Revised) rules, I ran an archer that kind of demonstrated this approach. We avoided a TPK because my archer was far enough from the front lines that he just had to run away from a pursuing ogre until it finally failed a HT check and passed out from the injuries we'd inflicted on it. After which I killed it proper and got help for the rest of my group. This happened in the first session, and this was a campaign setting sans magic! So had any of us died, there was no way to be resurrected...

edit delete reply

zomg




28th Apr 2022, 6:06 AM

"Remind me again why you're using abilities designed to kill Luffy and Zoro on Usopp, again?"

A group with a genuine and sincere interest in powergaming won't throw their punches as it'd go directly against the core interest of the group. Seeing if Phil can learn to handle himself will be part of the fun.

edit delete reply

Samantha




27th Apr 2022, 8:03 AM

I reminded of a show called Eek the Cat, where the main character repeatedly did good because "it never hurts to help". Usually right after helping he got horribly maimed. I think by the last episode, he wised up. But by that point he was a jaded wreck.

Usopp reminds us of the risks of party support.

edit delete reply

Leave a Comment