Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 05-09-2011, 01:56 PM   #1
Facial Tentacles
 
Facial Tentacles's Avatar
 
Join Date: Apr 2011
Location: Ohio
Default Healing vs. Cure Disease

The Cure Disease spell: spend 4 FP or less, roll vs skill, unmodified with use of Diagnosis.
The Healing advantage: spend 2 x modifier FP, roll vs IQ, modified by difficulty of disease (possibly -15)

Why would a healer bother with Healing?
Facial Tentacles is offline   Reply With Quote
Old 05-09-2011, 02:15 PM   #2
Sunrunners_Fire
 
Join Date: Mar 2010
Default Re: Healing vs. Cure Disease

Quote:
Originally Posted by Facial Tentacles View Post
Why would a healer bother with Healing?
If they don't have Magery or if the standard-spell-system isn't in use.
Sunrunners_Fire is offline   Reply With Quote
Old 05-09-2011, 02:15 PM   #3
lexington
 
Join Date: Jan 2010
Default Re: Healing vs. Cure Disease

Quote:
Originally Posted by Facial Tentacles View Post
The Cure Disease spell: spend 4 FP or less, roll vs skill, unmodified with use of Diagnosis.
The Healing advantage: spend 2 x modifier FP, roll vs IQ, modified by difficulty of disease (possibly -15)

Why would a healer bother with Healing?
Because the GM doesn't like the GURPS magic system.
Because Healing isn't stopped by a no-mana zone and becomes no more difficult in low ones.
Because for those 30 points you can heal damage as well and restore crippled limbs.
Because by adding reliable you can raise your effective skill by +1 per CP, much cheaper than buying up Diagnosis and Cure Disease, and its prereuqs.
Because the character may not be able to justify having Diagnosis skill.
lexington is offline   Reply With Quote
Old 05-09-2011, 02:26 PM   #4
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default Re: Healing vs. Cure Disease

Quote:
Originally Posted by lexington View Post
Because the GM doesn't like the GURPS magic system.
Because Healing isn't stopped by a no-mana zone and becomes no more difficult in low ones.
Because for those 30 points you can heal damage as well and restore crippled limbs.
Because by adding reliable you can raise your effective skill by +1 per CP, much cheaper than buying up Diagnosis and Cure Disease, and its prereuqs.
Because the character may not be able to justify having Diagnosis skill.
To add to this list:

Because Healing can take Reduced FP cost (as well as Reliable), which benefits HP healing as well as disease healing.

Because Healing does NOT take increased cost for large SM characters, while all Regular spells do.
__________________
All about Size Modifier; Unified Hit Location Table
A Wiki for my F2F Group
A neglected GURPS blog
Bruno is offline   Reply With Quote
Old 05-09-2011, 02:27 PM   #5
Facial Tentacles
 
Facial Tentacles's Avatar
 
Join Date: Apr 2011
Location: Ohio
Default Re: Healing vs. Cure Disease

What's "Reliable?"
Facial Tentacles is offline   Reply With Quote
Old 05-09-2011, 02:30 PM   #6
David Johnston2
 
Join Date: Dec 2007
Default Re: Healing vs. Cure Disease

Quote:
Originally Posted by Facial Tentacles View Post
The Cure Disease spell: spend 4 FP or less, roll vs skill, unmodified with use of Diagnosis.
The Healing advantage: spend 2 x modifier FP, roll vs IQ, modified by difficulty of disease (possibly -15)

Why would a healer bother with Healing?
Well one reason is because if Cure Disease fails, that's it. No trying again. That particular disease in that particular patient will forevermore be incurable by that healer. Which can be nasty if you failed your Diagnosis roll, which is unnecessary when using Healing. Healing should always be at +5 because you paused and took those 30 seconds to feel up your patient. Cure Disease will be at -5 any time you run into something you don't know, which should be frequently at TL 3- unless your diagnosis skill is really good.

Another reason is that Healing can be cheaper than Cure Disease, if you got it as an Alternate Ability to your Heart Attack Affliction and your Toxic Attack.

Another reason is that you might be in a place or a campaign where magic spells just plain don't work.

Last edited by David Johnston2; 05-09-2011 at 02:41 PM.
David Johnston2 is online now   Reply With Quote
Old 05-09-2011, 02:32 PM   #7
Sunrunners_Fire
 
Join Date: Mar 2010
Default Re: Healing vs. Cure Disease

Quote:
Originally Posted by Facial Tentacles View Post
What's "Reliable?"
(Powers, pg 109)
Sunrunners_Fire is offline   Reply With Quote
Old 05-09-2011, 09:59 PM   #8
Lamech
 
Join Date: Mar 2011
Default Re: Healing vs. Cure Disease

A good "healer" is probably cheaper to do with just healing, than by getting the spell. For the healer, and max reliable, and some energy reserve and a bunch of do-overs can heal any disease. The total cost is 65 points assuming you limited the energy reserve. (Only recharges at day/night+ only for healing for example) It does a much better job of healing HP damage since their is no upper limit, and you start at twenty. It heals crippled limbs on a 14 or less.

Lets compare this to the cost for spells. You need lend energy, lend vitality, minor healing, major healing, restoration, instant restoration, relieve sickness and cure disease, and two magery. You need to get cure disease up to get instant restoration up to 14, cure disease and diagnostics up to 16 for comparable success rates. AND some way of getting 50 energy. This is far and away above 65 points. Curing disease will be quicker, but you HP restoration will be lacking.

It seems to me that being able to heal is best done by healing if you wish to build a dedicated healer. Now if you already have a big bag of magery/IQ, the spells are a better choice. But if you have a bio-control malediction then an alternate ability "healing" is the better choice.
Lamech is offline   Reply With Quote
Old 05-10-2011, 05:53 AM   #9
Facial Tentacles
 
Facial Tentacles's Avatar
 
Join Date: Apr 2011
Location: Ohio
Default Re: Healing vs. Cure Disease

Quote:
Originally Posted by Lamech View Post
A good "healer" is probably cheaper to do with just healing, than by getting the spell. For the healer, and max reliable, and some energy reserve and a bunch of do-overs can heal any disease. The total cost is 65 points assuming you limited the energy reserve. (Only recharges at day/night+ only for healing for example) It does a much better job of healing HP damage since their is no upper limit, and you start at twenty. It heals crippled limbs on a 14 or less.

Lets compare this to the cost for spells. You need lend energy, lend vitality, minor healing, major healing, restoration, instant restoration, relieve sickness and cure disease, and two magery. You need to get cure disease up to get instant restoration up to 14, cure disease and diagnostics up to 16 for comparable success rates. AND some way of getting 50 energy. This is far and away above 65 points. Curing disease will be quicker, but you HP restoration will be lacking.

It seems to me that being able to heal is best done by healing if you wish to build a dedicated healer. Now if you already have a big bag of magery/IQ, the spells are a better choice. But if you have a bio-control malediction then an alternate ability "healing" is the better choice.
A Healing healer can't do anything about lost body parts though, and hasn't started down the path of learning Resurrection.
Facial Tentacles is offline   Reply With Quote
Old 05-10-2011, 06:52 AM   #10
Bruno
 
Bruno's Avatar
 
Join Date: Sep 2004
Location: Canada
Default Re: Healing vs. Cure Disease

Quote:
Originally Posted by Facial Tentacles View Post
A Healing healer can't do anything about lost body parts though, and hasn't started down the path of learning Resurrection.
The energy required to restore lost body parts (or resurrect!!!) costs so much, one way or another, that the Healing healer will also be able to buy those abilities by the time the wizard gets his spell-powered act together.

For instance, take the 65 point Healer previously discussed.

Repairing lost body parts is doable simply by adding Cure Affliction (powers p51) (cost increase of 18 points), which benefits from all the investments he's already made in his Healing advantage. Note that curing anything from a missing finger through severed arms up to Blindness or quadrapalegia is only 2 FP and -1 to skill. Compare THAT to Instant Regneration.


(NB: At this point, he's probably better served for not buying more ER, and instead taking some Reduced FP cost on his Healing advantage - 5 reduced fatigue cost costs 30 points (compared to 10 unlimited ER), but you NEVER have to worry about recharge times - so you can heal everyone in a 5 man party for 10 HP of injury EACH in a 5 second time period, put peoples arms back on for free, and otherwise waltz around like the ultimate healbot)

Resurrection Lite (Powers Divine Favor p 13) is 58 points (12 points as an alternate ability of your Healing) and lets you bring one person back from the dead with no FP cost - they loose 25 points in misc disadvantages as if they retroactively bought Extra Life.

Resurrection (Powers Divine Favor p 16) is 228 points, so you'd make Healing an Alternate ability of IT - but costs NO FP/ER to cast. You just bring them back in a hurry. Adding "Costs 50 FP/ER" to it saves you 25 points, which I'm not entirely sure is worth the hassle.
__________________
All about Size Modifier; Unified Hit Location Table
A Wiki for my F2F Group
A neglected GURPS blog
Bruno is offline   Reply With Quote
Reply

Tags
cure disease, healing, powers, spells


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 10:28 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.