10-17-2013, 08:01 PM | #21 |
Join Date: Jan 2006
Location: Ottawa, Canada
|
Re: Modified Super Heal Power
Myself, I use a variation of the Increased Immunity and Decreased Immunity modifiers - replacing the -2 with the Healing's -3 - to allow much more customization in the cumulative penalty per healing. So, at default, it's a cumulative -3 per attempt after the first per 24 hours, but with Decreased Immunity 1 (+50%), it's a cumulative -3 per attempt for only the next hour, and with Decreased Immunity 2 (+100%), there's no cumulative penalty.
Other combinations of those modifiers allow you to achieve effects such a permanent cumulative -3 penalty per use, immune to further healing for one hour, immune to further healing for one day, or permanently immune to further healing. I took this approach because removing the entire cumulative penalty it came to the same cost as Cosmic (no cumulative penalty) +100%, which was also my initial thought, just like others have voiced here, but that allowed for greater variety of different healing effects. |
10-17-2013, 08:10 PM | #22 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Modified Super Heal Power
Quote:
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
|
10-17-2013, 08:32 PM | #23 |
Join Date: Jul 2008
|
Re: Modified Super Heal Power
I don't disagree with the number (though combining it with Reduced Fatigue Cost I'd be very wary of because that gives infinite fast noncombat healing). But calling an eyeballed modifier RAW doesn't quite seem right.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
10-17-2013, 08:40 PM | #24 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Modified Super Heal Power
Quote:
As for Reduced Fatigue Cost, yeah, that could get out of hand fast, but keep in mind that's just fixing HP without other fun bits of damage like crippled or dismembered limbs and the like. That said, a cap of, say, 10 levels at most is probably fair for most SUPERS games and half that for cinematic ones featuring supernatural powers.
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
|
10-17-2013, 08:51 PM | #25 | |
Join Date: Jan 2006
Location: Ottawa, Canada
|
Re: Modified Super Heal Power
Quote:
Cosmic (Added Utility) +50% = ignore minor restriction or add small perk. Cosmic (Cheating) +100% = ignore a restriction inherent to game-balance Cosmic (Godlike) +300% = can do something completely unfair. See Power-Ups 4 - Enhancements for the full descriptions of each level and several examples of each. There's like 4 pages to explain how to properly price Cosmic and examples. Out of those, the cumulative penalty was not a minor restriction, so it wasn't the first level, and I didn't think removing it was completely unfair or godlike, so it wasn't the last level. The cumulative penalty, to me, sounded more like a game-balance issue, so I thought it fit nicely at the +100% level. And when that matched and had the same effect as two levels of Decreased Immunity, it pretty much settled it for me... although as previously posted I ultimately went with Decreased Immunity instead of Cosmic. |
|
10-17-2013, 08:54 PM | #26 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
|
Re: Modified Super Heal Power
Quote:
__________________
My Twitter My w23 Stuff My Blog Latest GURPS Book: Dungeon Fantasy Denizens: Thieves Latest TFT Book: The Sunken Library Become a Patron! |
|
10-17-2013, 09:55 PM | #27 | |
Banned
Join Date: Oct 2007
Location: Europe
|
Re: Modified Super Heal Power
Quote:
So I think the correct values of the first version would be: +5 +2 -1 -4 -7 -10 -13 -16 -19 -22 Whereas for the 2nd verison it would be +0 +0 +0 +0 +0 -3 -3 -3 -3 -3 With these corrected modifiers, it's no longer particularly clear to me that the Alternate Ability stack-of-X (e.g. 5) isn't abusive. Sorry for messing it up. |
|
10-17-2013, 11:11 PM | #28 |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Modified Super Heal Power
+100% Cosmic no roll required on Healing is RAW.
I kind of like the Decreased and Increased Immunity suggestion but thought I would chime in on the Cosmic debate. See GURPS Powers: Divine Favor "Lay on Hands" p11 for my source. He handles it nicely as for figuring the max as well. Its IQ/3 per person per day as the cap. Reduced FP cost and Reliable are also RAW, see the enhanced version on p15 same book. Pretty sure I have seen reliable used elsewhere as well. I know I have used it in games.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
10-17-2013, 11:57 PM | #29 | |
Join Date: Jul 2008
|
Re: Modified Super Heal Power
Quote:
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
|
10-18-2013, 12:02 AM | #30 |
Join Date: Nov 2008
Location: Yukon, OK
|
Re: Modified Super Heal Power
I meant the IQ/3 is a simple and less book keeping way of handling no roll required. Compared to actually doing the math each time anyhow.
__________________
My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
|
|