Steve Jackson Games Forums

Steve Jackson Games Forums (https://forums.sjgames.com/index.php)
-   GURPS (https://forums.sjgames.com/forumdisplay.php?f=13)
-   -   Doing Damage that heals at different rate than normal (https://forums.sjgames.com/showthread.php?t=85155)

JCurwen3 11-19-2011 09:53 AM

Doing Damage that heals at different rate than normal
 
Is it possible to build an attack that causes damage that heals either more slowly or more rapidly than one's normal rate of regeneration?

For instance, an attack that does damage such that any HP lost to that attack heals at half the normal rate, or double, or, alternatively, doesn't heal until a certain condition is met (a bit like some hazards)?

How much more expensive should an attack be that does damage that heals at half speed, and how much cheaper should it be if that damage heals twice as fast?

vierasmarius 11-19-2011 10:00 AM

Re: Doing Damage that heals at different rate than normal
 
Quote:

Originally Posted by JCurwen3 (Post 1280702)
Is it possible to build an attack that causes damage that heals either more slowly or more rapidly than one's normal rate of regeneration?

For instance, an attack that does damage such that any HP lost to that attack heals at half the normal rate, or double, or, alternatively, doesn't heal until a certain condition is met (a bit like some hazards)?

How much more expensive should an attack be that does damage that heals at half speed, and how much cheaper should it be if that damage heals twice as fast?

One way to do this would be adding the Side Effect or Symptom of Slow Healing or Partial Unhealing. Making it so it only applies on the wounds from that attack would be an Accessibility (I'd eyeball it at -30% or so) on the Side Effect itself.

vicky_molokh 11-19-2011 10:01 AM

Re: Doing Damage that heals at different rate than normal
 
You should likely start looking into Unhealing/Slow Healing (or limited either) as a Side Effect or Symptom.

Edit: Ninjad.

JCurwen3 11-19-2011 12:06 PM

Re: Doing Damage that heals at different rate than normal
 
Quote:

Originally Posted by vierasmarius (Post 1280708)
One way to do this would be adding the Side Effect or Symptom of Slow Healing or Partial Unhealing. Making it so it only applies on the wounds from that attack would be an Accessibility (I'd eyeball it at -30% or so) on the Side Effect itself.

Not bad, that would cover that, thanks!

Doesn't seem like there'd be as clean a solution for making an attack cheaper because the damage it does heals faster than normal, though.

vierasmarius 11-19-2011 12:34 PM

Re: Doing Damage that heals at different rate than normal
 
Quote:

Originally Posted by JCurwen3 (Post 1280762)
Not bad, that would cover that, thanks!

Doesn't seem like there'd be as clean a solution for making an attack cheaper because the damage it does heals faster than normal, though.

The one thing that comes to mind is making it a Nuisance Effect. -5% feels about right for an attack that is fully lethal now, but which can be recovered from more quickly. That's assuming it is healed twice as fast by normal treatment; if it is also healed twice as fast by Healing magic or Ultra-Tech drugs I'd bump that up to -10%.

Anders 11-19-2011 12:39 PM

Re: Doing Damage that heals at different rate than normal
 
You could also make it an Imbuement, so the person can switch the unhealing effect to whatever attack she wants.

vierasmarius 11-19-2011 12:53 PM

Re: Doing Damage that heals at different rate than normal
 
Quote:

Originally Posted by Asta Kask (Post 1280774)
You could also make it an Imbuement, so the person can switch the unhealing effect to whatever attack she wants.

Good point! Crippling Blow can be used to inflict Slow Healing 1 or 2 (x1/2 or x1/4 healing rate) for a -1 penalty, Partial Unhealing for -2, or Total Unhealing for -3. If it can only deliver these disadvantages, and only for wounds inflicted by this attack, I'd drop the Imbuement requirement from 3 to 2, and make the basic version (Slow Healing 1) an unpenalized roll. The other levels would remain the same.

Bruno 11-19-2011 07:29 PM

Re: Doing Damage that heals at different rate than normal
 
"Cosmic: Attack with a lingering special effect" seems relevant to the discussion - but it does seem to be the extreme case.

Not another shrubbery 11-19-2011 07:40 PM

Re: Doing Damage that heals at different rate than normal
 
Quote:

Originally Posted by Bruno
"Cosmic: Attack with a lingering special effect" seems relevant to the discussion - but it does seem to be the extreme case.

Oh, that looks like a good call. What canonical examples do we have for that Cosmic besides the ones in the text in B103?

sir_pudding 11-19-2011 07:58 PM

Re: Doing Damage that heals at different rate than normal
 
Quote:

Originally Posted by JCurwen3 (Post 1280762)
Doesn't seem like there'd be as clean a solution for making an attack cheaper because the damage it does heals faster than normal, though.

You could have Affliction (Regeneration (Only vs. the carrier attack's damage), Folllow Up) but this has the paradoxical effect of making the attack more expensive.


All times are GMT -6. The time now is 12:10 PM.

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