05-10-2011, 11:29 AM | #31 |
Join Date: Mar 2011
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Re: Healing vs. Cure Disease
No. Where are you getting that? Healing normally fixes HP damage, diseases, and crippled limbs. That is it. But if "actual amputation" is the hang up replace "blindness" in all four examples with "lame: legless".
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05-10-2011, 11:34 AM | #32 |
Join Date: Aug 2004
Location: The ASS of the world, mainly Valencia, Spain (Europe)
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Re: Healing vs. Cure Disease
And staying a month with constant skin contact with the individual?
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05-10-2011, 11:42 AM | #33 |
Join Date: Sep 2004
Location: Canada
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Re: Healing vs. Cure Disease
A build based on affliction, using Regeneration (Limited: Regrowth, Powers p70) + Regrowth might look like this (sans power modifier, requirement for ritual trappings, etc)
Restoration, 98 points You pray over your subject for 10 minutes. At the end of the prayer, spend FP and touch the subjects skin, and make a Will roll. Success indicates all the subjects injuries and crippled or severed extremities immediately begin healing miraculously fast. The subject recovers 1 HP per minute, and all crippling injuries are healed once the subject returns to maximum HP. The effect lasts 10 minutes times your Margin of Success. Build: Affliction, +980%
Reducing the cost of Regrowth in your campaign significantly reduces the cost of this advantage. The Multiplicative Modifiers option makes this cost 23 points (!!) even if you dump the FP cost and reduce the preparation to 1 minute. Knocking Regeneration down to Slow [+250%] and increasing the Extended Duration to x300 [+100%] takes the price down to 79 points (not low enough for the reduction in utility), the character recovers 1 HP per hour instead of minute, and the power lasts 5 hrs per MOS. Theres a number of reasons why I don't like this kind of build. 1) Limiting the Regeneration to only accelerate Regrowth makes it cost more to heal the subject of a severed arm slower, for less total utility (no HP recovery at all). For the schedule of acceleration in Powers, Regeneration (Limited: Regrowth) is a terrible expenditure. More on this complaint later. 2) You're also paying more than needed (or intended) because this heals all crippling injuries at once, in parallel. There's no way to put together something per crippled extremity, as there is with Magic, so you have to go for the "Bing you're all fixed!" route. Which means suddenly the mechanics change from "I can't keep patching you up all day" (with Healing) to "Actually, I can keep putting your arms back on until I get blue in the face. Have fun!" 3) Large amounts of Costs FP make me feel dirty.
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05-10-2011, 11:50 AM | #34 | |
Computer Scientist
Join Date: Aug 2004
Location: Dallas, Texas
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Re: Healing vs. Cure Disease
Quote:
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05-10-2011, 11:58 AM | #35 |
Join Date: Apr 2011
Location: Ohio
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Re: Healing vs. Cure Disease
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05-10-2011, 12:08 PM | #36 |
Join Date: Sep 2004
Location: Canada
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Re: Healing vs. Cure Disease
Why Regeneration (Limited: Regrowth) Stinks
Natural Regeneration accelerates Regrowth to "all lost body parts regrow in the time it takes you to heal full HP". The worst possible case scenario is being reduced to 1 HP short of -5*HP, or automatic death. For characters with a multiple of 10 HP, this means the worst possible case scenario for healing the worst possible amputation is: Slow: 29.5 days Regular: 23.6 hrs Fast: 59 minutes Very Fast: 59 seconds Extreme: 6 seconds For the absolute WORST case scenario (a character with one shy of a magic multiple base HP, 1 HP short of -5*HP) you double the above numbers. For Regeneration (Limited: Regrowth), this looks like the following (for the worst case scenario - severed limbs): Slow: 40-140 days (averages 3x longer) Regular: 120-420 hours (averages 11x longer) Fast: 120-420 min (averages 4.5x longer) Very Fast: 120-420 sec (averages 4.5x longer) Extreme: 12-42 sec (averages 4.5x longer) -40% might be a reasonable cost for removing the HP recovery (I'm not convinced on that but it's a close enough value), but I definitely think it's grossly over-charging for reattaching limbs in the actual times that come out. Regular regen especially gets the ***. :/ Never mind the previously discussed costs of Regrowth. :P
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
05-10-2011, 12:11 PM | #37 |
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(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Healing vs. Cure Disease
I allow characters with the Healing advantage and the Affliction (Regrowth) to regrow limbs by healing the damage caused by the loss of the limb. It fits more with most of the literature of those who can do it and keeps it an active ability instead of a passive one. Granted, this requires you to not purchase the Affliction as an AA, so the cost is a bit higher.
I also have plenty of healers who use the Afflict (Regen and Regrowth) so that they can concentrate on other matters, or because it makes more sense for them. |
05-10-2011, 12:18 PM | #38 | |
Join Date: Sep 2004
Location: Canada
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Re: Healing vs. Cure Disease
Quote:
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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05-10-2011, 01:01 PM | #39 |
Join Date: Apr 2011
Location: Ohio
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Re: Healing vs. Cure Disease
In retrospect, my original question was poor because there is no context. I'm primarily concerned about the comparison of the two systems when it comes to magical realism. In day-to-day life, a healer will be most tasked with combating illness (people and livestock). I wanted to know the effectiveness of the two with such a task. I think that's been addressed, so thanks.
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05-10-2011, 01:05 PM | #40 |
Join Date: Dec 2007
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Re: Healing vs. Cure Disease
I might be assuming too much when I think that something that heals crippled limbs can heal crippled eyes. But I'd run it that way anyway provided the eyes are still there.
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Tags |
cure disease, healing, powers, spells |
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