HT roll to resist AP loss

This is an aspect of The Last Gasp when injured: people lose AP equal to the amount of HP they lose, but may roll against HT minus shock (even though this is neither IQ or DX) where MoS is subtracted from the lost AP.
This idea could potentially be more broadly applied to ALL situations where AP is reduced, more often resulting in 0 AP costs for attacks, instead of this normally being when a critical success occurs on a DX-based skill.
Since the bonus is so huge, something smaller (perhaps reducing loss of AP by MoS/10) that scales with the 0AP on DX rolls would be a little more balanced. A full reduction in AP cost equal to MoS, if one, might only make sense for AP loss due to injury. Even that, since it is so high, might do better as MoS/2 or MoS/5.
Divisors should always be a factor of 10 so that quotients are kept to a single decimal place for those who want to track fractions easily when opting to not round.
==see also==
*HT roll to resist fatigue loss
*roll to resist CP loss for Control Points seems like a good idea in GURPS Martial Arts: Technical Grappling to give people who must spend Control Points to set damage limits on things like Choke or Strangle to potentially not lose their maximized control while squeezing. Unclear if that should be DX or HT though.
Category:Rules