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 04-10-2014, 06:22 AM   #1
blacksmith
 
Join Date: Aug 2005
Default Re: Social implications of RPM

Quote:
Originally Posted by Varyon View Post
Arguably a little harder than it should be, due to the Regrowth Advantage being overpriced. You're looking at Greater Restore Body (4) + Altered Traits, Regrowth (40) + Subject Weight, 300 lb (3) + Duration n (var). Duration is enough time to regrow the lost body part (1 month for digits, 5 months for extremities, 9 months for limbs or eyes). You could presumably reduce Duration markedly by adding in Altered Traits, Regeneration (Slow), which at worst is going to take a month to get you back up to full HP (and thus restore all lost bits, as per the description of Regrowth). Depending on how you interpret that last part, it might even be possible to set Duration as an hour or so, and then simply hit the target with Lesser Restore Body + Healing until they're up to full HP.
My thought was a greater restore to give the advantage and a lesser healing effect to heal the damage. No duration needed.
blacksmith is offline   Reply With Quote
Old 04-10-2014, 06:50 AM   #2
Varyon
 
Join Date: Jun 2013
Default Re: Social implications of RPM

Quote:
Originally Posted by blacksmith View Post
My thought was a greater restore to give the advantage and a lesser healing effect to heal the damage. No duration needed.
Unless you've got some ability to cast two spells at once, or you have an assistant (with whom you can coordinate perfectly), you'll have to put at least some duration on the Grant Regrowth effect, or else it will have ended by the time you cast the healing spell. It will probably work out better to put Regeneration (Slow) on that effect, however, so that you can avoid paying the x3 Greater Effect tax on it. Actually, come to think of it, your best bet would probably be to heal all damage first through Lesser Restore Body effects, then give them Regeneration (Slow) with Duration, and finish up by giving them Regrowth. Regrowth + Regeneration means you restore all limbs once you reach full HP, so if you're already at full HP when you gain those traits you would presumably regrow limbs instantly. Even without any Duration, you're still looking at 141 energy for Regrowth, however.
Varyon is online now   Reply With Quote
Old 04-10-2014, 06:55 AM   #3
blacksmith
 
Join Date: Aug 2005
Default Re: Social implications of RPM

Quote:
Originally Posted by Varyon View Post
Unless you've got some ability to cast two spells at once, or you have an assistant (with whom you can coordinate perfectly), you'll have to put at least some duration on the Grant Regrowth effect, or else it will have ended by the time you cast the healing spell. It will probably work out better to put Regeneration (Slow) on that effect, however, so that you can avoid paying the x3 Greater Effect tax on it. Actually, come to think of it, your best bet would probably be to heal all damage first through Lesser Restore Body effects, then give them Regeneration (Slow) with Duration, and finish up by giving them Regrowth. Regrowth + Regeneration means you restore all limbs once you reach full HP, so if you're already at full HP when you gain those traits you would presumably regrow limbs instantly. Even without any Duration, you're still looking at 141 energy for Regrowth, however.
You just build a spell that does two things at once. The few points of healing is likely cheaper than much of a duration.
blacksmith is offline   Reply With Quote
Old 04-10-2014, 07:20 AM   #4
Varyon
 
Join Date: Jun 2013
Default Re: Social implications of RPM

Quote:
Originally Posted by blacksmith View Post
You just build a spell that does two things at once. The few points of healing is likely cheaper than much of a duration.
The "regrow all bits at full HP" clause for Regrowth only applies if you have Regeneration as well*, so you'll need to have that in - and as Regeneration (Slow) should be doable as a Lesser Restore Body, you'll want to have it as its own spell (it costs 17+Duration on its own, but adds at least 30 energy to the cost of the Regrowth ritual if tossed on there). Healing could be tossed on to Regeneration or cast as its own spell, but you probably want to avoid tacking it onto the Regrowth ritual, as otherwise you're paying 3x as much for your healing.
Incidentally, I happen to be working on a racial template that includes Regrowth. After seeing how ridiculous the price was, a quick search revealed that PK did a quick analysis of Regrowth over at his mygurps.com page and determined a maximum fair price for the trait being in the neighborhood of [10]. That drops our Regrowth ritual cost (without duration) from 141 to 51, which is far easier to pull off.

*You could certainly make a case that it should apply even without Regeneration, but keep in mind that RAW Regrowth requires an average of 9 months to regrow an arm, leg, or eye - an HP 10, HT 10 character will have regained 135 HP in that time period just through natural healing.
Varyon is online now   Reply With Quote
Old 04-10-2014, 07:29 AM   #5
blacksmith
 
Join Date: Aug 2005
Default Re: Social implications of RPM

Quote:
Originally Posted by Varyon View Post
The "regrow all bits at full HP" clause for Regrowth only applies if you have Regeneration as well*, so you'll need to have that in - and as Regeneration (Slow) should be doable as a Lesser Restore Body, you'll want to have it as its own spell (it costs 17+Duration on its own, but adds at least 30 energy to the cost of the Regrowth ritual if tossed on there). Healing could be tossed on to Regeneration or cast as its own spell, but you probably want to avoid tacking it onto the Regrowth ritual, as otherwise you're paying 3x as much for your healing.
Incidentally, I happen to be working on a racial template that includes Regrowth. After seeing how ridiculous the price was, a quick search revealed that PK did a quick analysis of Regrowth over at his mygurps.com page and determined a maximum fair price for the trait being in the neighborhood of [10]. That drops our Regrowth ritual cost (without duration) from 141 to 51, which is far easier to pull off.

*You could certainly make a case that it should apply even without Regeneration, but keep in mind that RAW Regrowth requires an average of 9 months to regrow an arm, leg, or eye - an HP 10, HT 10 character will have regained 135 HP in that time period just through natural healing.
Yes I like that price better. Kind of like how over priced unaging was in 3e.

Any other ideas on how it will impact society? Small bonuses are pretty cheap so should be fairly common on all classes.

I am also wondering about it in investigations. As I am looking into an investigation based game I don't want mages to steal all the screen time then.
blacksmith is offline   Reply With Quote
Old 04-10-2014, 08:26 AM   #6
Andreas
 
Join Date: Mar 2014
Default Re: Social implications of RPM

One of the most distinctive features of RPM is how extremely dangerous critical failures are.

Any critical failure (you often have to roll more than once for each spell) means that you have to deal with a double energy (with a minimum value so even very small spells are not safe) effect for which you get no defense or resistance roll.

The only exception is information spells which are rather safe if you acknowledge that they might sometimes give false results.

So information spells would be widely used but other spells might be to dangerous for that.
Andreas is offline   Reply With Quote
Old 04-10-2014, 08:27 AM   #7
Nereidalbel
 
Join Date: May 2013
Location: Ellicott City, MD
Default Re: Social implications of RPM

Quote:
Originally Posted by blacksmith View Post
Yes I like that price better. Kind of like how over priced unaging was in 3e.

Any other ideas on how it will impact society? Small bonuses are pretty cheap so should be fairly common on all classes.

I am also wondering about it in investigations. As I am looking into an investigation based game I don't want mages to steal all the screen time then.
Mages may be able to *find* clues easier, but you'll still need the guy with actual detective skills to figure out what they mean. Basically, you can use magic instead of chemicals that some people could claim actually contaminates a crime scene.


Quote:
Originally Posted by Andreas View Post
One of the most distinctive features of RPM is how extremely dangerous critical failures are.

Any critical failure (you often have to roll more than once for each spell) means that you have to deal with a double energy (with a minimum value so even very small spells are not safe) effect for which you get no defense or resistance roll.

The only exception is information spells which are rather safe if you acknowledge that they might sometimes give false results.

So information spells would be widely used but other spells might be to dangerous for that.
I get the feeling most non-information spells will be prepared as either conditionals or charms before heading to a crime scene. Some improv may be required if any combat occurs, though.
Making blood glow without having to touch anything in the room gives your mages enough screen time to do something useful, while your non-mages are going to be the ones who do pretty much everything else. I guess mages would do well as support for interrogations, by hitting somebody with Truthfulness (Resists on 6 or less).
Nereidalbel is offline   Reply With Quote
Reply

Tags
ritual path magic, rpm


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 06:06 AM.


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