Quote:
Originally Posted by Cowrie
Do you think this should still be accompanied by something to stop heat from forcing HT rolls and fatigue loss?
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Okay, as this thread is already more about game design and how to apply GURPS to it, than about GURPS RAW;
I think it absolutely depends on the campaign. Sometimes it's just a Rules Exemption perk and it only helps you once during a 2-years long game. Sometimes every other session is in the middle of a volcano and the grand finale is in Pompeii.
If you're building the world for your group, and you intend the magma swimming to be just a flavor thing that doesn't really come up in a campaign, you shouldn't charge your players much for those immunities, they might feel like you forced them to waste points. If, however, it's supposed to be a rather open world for many different adventures, and where an adventuring party of fire-wielding salamanders might wreck havoc in an area, leaving completely unscathed thanks to their tolerance: yeah, the race should pay a lot for DR, being accustomed to the temperature and the low oxygen in a fire.
That being said, the fatigue loss due to heat is a metabolic hazard and Resistant works well for it. Being a specific environmental syndrome, it's Rare. So Immunity is just 5 points.
DR should cost more if you want salamanders to be resistant to fireballs. If you're concerned with template cost balance, you can give other races other supernatural abilities. Also, may I suggest Night Blindness disadvantage for the salamanders? When you live in a source of light, you might not be well accustomed to darkness.
You could also find
this thread helpful, especially post #13.