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#1 |
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Join Date: Dec 2007
Location: Brooklyn, NY
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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?
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-JC |
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#2 | |
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Join Date: Nov 2009
Location: Oregon
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#3 | |
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Join Date: Dec 2007
Location: Brooklyn, NY
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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.
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-JC |
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#4 |
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Join Date: Nov 2009
Location: Oregon
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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%.
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#5 |
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Join Date: Jan 2005
Location: Gothenburg, Sweden
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You could also make it an Imbuement, so the person can switch the unhealing effect to whatever attack she wants.
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#6 |
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Join Date: Nov 2009
Location: Oregon
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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.
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#7 |
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Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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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.
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#8 |
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Join Date: Oct 2006
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#9 |
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Join Date: Aug 2005
Location: Denmark
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Making people heal the damage faster shouldn't IMO make much of a price difference. After all it very rarely affect YOU anyway as the target will still be down from the wound, and either unconscious (to be killed), bleeding to death or just plain dead.
Also it becomes a bit troublesome when combined with Healer or Regeneration. In fact it might sometimes be a benefit, such as with friendly fire or if you need to take someone prisoner. It's easier to transport a prisoner if he is not bugged down by serious wounds. So unless were talking about the damage healing so fast it might matter in a skirmish (all damage within an hour) then I wouldn't allow any price reduction. |
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#10 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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You should likely start looking into Unhealing/Slow Healing (or limited either) as a Side Effect or Symptom.
Edit: Ninjad. |
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| Tags |
| attacks, damage, healing, regeneration |
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