Quote:
Originally Posted by CeeDub
No penalties on the IQ for wounds, brutal penalties for disease. I know that GURPS abilities are not priced for utility, but it seems a little unbalanced to me.
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In practice it tends to be the opposite at least in campaigns were I have been involved in.
Note that a common cold is listed at +1, that would make most normal diseases be fairly close to 0 and you generally only want to use such once/target or maximally once/day if they get it again so there is no cumulative penalty normally, thus you get the normal +1 to -3 or so
But healing wounds can easily happen way more than once/day in a typical adventuring scenario and thus the penalties get really high, I have seen many cases of trying it at -9/-12 and few of -15...