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Originally Posted by Durick
This was my poor nomenclature for buying off the One Arm or One Leg (depending on which was lost) disadvantage that the dismemberment caused. I thought this would be required per this section of Th:RPM
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Ah-ha! Yes, that's another addendum - if someone has lost a leg permanently (i.e., they have it as a disadvantage) then you use that to restore them. It's up to the GM if he wants to charge character points for the miraculous healing.
Quote:
Originally Posted by Durick
Your regeneration vs. healing explanation and blog post (thanks for the link Kalzazz) make it pretty clear, I think. If you can do something in a roundabout way with an Altered Trait or directly with a spell effect... choose the spell effect.
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You got it. :-D
Quote:
Originally Posted by Durick
The idea of this made me laugh as I hadn't considered it. Would kinda be worth the looks on my friends' faces when an opposing mage pops out of the bushes and halts the leg regeneration at mid-calf (guess what you get to cast again!). However, I'm also trying to sell them on this magic system and GURPS in general, so I probably won't be doing that.
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No, don't be too mean. But remember, them using magic means they get to encounter hostile mages, anti-magic zones, etc. some time. If you are too lenient they'll start using magic to fix every problem...sort of like the guy with the only tool in his tool box being a hammer seeing every issue as a nail.
Quote:
Originally Posted by Durick
Thanks for the feedback, this is my first post of substance on this forum (been lurking for a while) and this was just as helpful as I've read for others time and time again.
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Glad I could help!