03-27-2018, 08:25 PM | #1 |
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Join Date: Jul 2004
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Re: Cleric Healing and Healing Potions curiosity
For those who like a little more color and distinction:
— —Chi Restoration Nature's Renewal
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
03-28-2018, 02:36 PM | #2 |
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Re: Cleric Healing and Healing Potions curiosity
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03-29-2018, 08:53 AM | #3 |
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Join Date: Jul 2004
Location: Montréal, Québec
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Re: Cleric Healing and Healing Potions curiosity
Here are all three abilities side by side for comparison:
Chi Restoration: Healing (Accessibility, Only on sapient beings, -20%; Chi, -10%; Xenohealing, Anything alive, +80%) [45]. Faith Healing: Healing (Faith Healing, +20%; Holy, -10%) [33]. Nature's Renewal: Healing (Accessibility, Requires material components*, -10%; Druidic, -10%; Immediate Preparation Required, 30 minutes†, -60%; Xenohealing, Anything alive, +80%) [30]. * See GURPS Powers, p. 116. This covers the healer's kit.— I invoked Skills Enhancing Abiliies (GURPS Powers, p. 161) to arrive at "The roll is against the higher of IQ or Pressure Points" and "The roll is against Esoteric Medicine (Druidic)." As noted there, Talent adds to such skill rolls normally.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
03-29-2018, 09:35 AM | #4 | |
Join Date: Sep 2004
Location: Canada
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Re: Cleric Healing and Healing Potions curiosity
Quote:
I'm annoyed because I can't remember how one would calculate that more precisely, not even the name of the technique. I haven't been in school for decades :P I doubt it's big enough to make a difference on a 30 point base trait, but not remembering is annoying me.
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03-29-2018, 10:17 AM | #5 |
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Re: Cleric Healing and Healing Potions curiosity
Well, when I say "halfway," I mean "halfway in discount size"; that is, the arithmetic mean of -45% and -75%, or -60%. I suppose I could have used the geometric mean instead (-58%), or harmonic mean (-56%), or logarithmic mean (-59%), or any number of other things, but -60% seems nice enough.
As for what that corresponds to given that the sequence is 1 minute (-30%), 10 minutes (-45%), 1 hour (-75%), 8 hours (-90%) . . . well, that's trickier, because that's a lousy sequence. You could fit it endless different ways. But 30 minutes is somewhere between the arithmetic (35 minutes) and geometric means (24 minutes) of 10 minutes and an hour, so close enough.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
03-29-2018, 11:56 AM | #6 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Cleric Healing and Healing Potions curiosity
Thanks for posting the Under the Hood :)
Since this is the GURPS forum I'll ask something I wanted to on the other forum. In that thread on healing you mentioned Breath Control healing FP used for powers. I thought that was prohibited? Reason I mention and am curious is that Sorcery and other Power based 'magics' dont benefit from a lot of the stuff that regular spellcasters do. So they need to rest longer. Regualr casters get reduction from skill, powerstones or power objects, Recover Energy, and ER. Powers based casters only get ER. The 1 FP cost is a balanced trade off with skill reductions as they may have a wider variety of 1 FP spells so can possibly do more in a fight. Its the after recovery time I am looking at.
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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 Last edited by Refplace; 03-29-2018 at 12:02 PM. |
03-29-2018, 12:17 PM | #7 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Cleric Healing and Healing Potions curiosity
Only Fit/Very Fit is prohibited from affecting powers.
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03-29-2018, 12:18 PM | #8 |
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Re: Cleric Healing and Healing Potions curiosity
I know of no prohibitions of this kind. The GURPS Basic Set says only that you cannot combine this means of FP recovery with magic spells that restore FP. GURPS Powers doesn't once mention the skill in any context.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
03-29-2018, 12:29 PM | #9 |
Join Date: Aug 2004
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Re: Cleric Healing and Healing Potions curiosity
Good stuff. BTW, I've been thinking about letting _other_ players pitch in up to a combined 50% of the cost of Healing advantages, because they're likely the direct beneficiaries. Everyone who contributes at least 10% of the cost gets +1 to the roll when the ability is used on them.
I'm sure it'll break something. Whaddayawhaddaya.
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03-29-2018, 12:38 PM | #10 |
Join Date: Jul 2008
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Re: Cleric Healing and Healing Potions curiosity
Technically that only says 'psi or magic spells' in Basic, though it might be extended elsewhere.
Logically you'd really expect it to apply to, say, Biological powers. Though that would obviously be inappropriate in the case of Very Fit.
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