Quote:
Originally Posted by Gurps Fan
And the conventional ranged attack is penalized by the sum of speed plus range, Malediction is penalized only by range.
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As you can probably tell, this
didn't come up during the playtest. It seems like the real differences are:
HEALING RAY: Two rolls. Speed/Range penalties. Can Aim. Can Move and Attack or All-Out Attack. Fixed max range.
HEALING SPELL: One roll. Range penalties. Can All-Out Concentrate (much worse than All-Out Attack, esp re: movement).
Otherwise, both are invisible and ignore DR. The ray takes Size modifiers, but that's a good thing as often as a bad thing.
Hmm. It does seem that the malediction has a small net advantage over the ray. Maybe a custom +20% enhancement (similar in strength to Based On ) would be more fair than making it a +0% special effect?